void startGame() { List <PlayerComponents> results = new List <PlayerComponents>(); foreach (KeyValuePair <int, Registration> entry in registeredPlayers) { InputConfiguration config = entry.Value.localID != -1 ? possiblePlayers[entry.Value.localID].bindings : new InputConfiguration(); config.networkMode = entry.Value.networkMode; results.Add(new PlayerComponents(charactersData[entry.Value.SelectedCharacterID].character, config, entry.Key, entry.Value.ui.CharacterVisualsVector)); } data.playerComponentPrefabs = results.ToArray(); data.warmupActive = GameSelection.warmupActive; previousRegistrationData = PersistentRegistration.extractPersistentData(registeredPlayers); Debug.Log(mainGameSceneName); if (node != null) { node.Unsubscribe(this); node.Clear(); } if (MenuMusic.singleton != null) { Destroy(MenuMusic.singleton.gameObject); MenuMusic.singleton = null; } Destroy(this); Destroy(pressStart.gameObject); Application.LoadLevel(mainGameSceneName); }
public static PersistentRegistration[] extractPersistentData(Dictionary <int, Registration> registeredPlayers) { PersistentRegistration[] result = new PersistentRegistration[registeredPlayers.Count]; int i = 0; foreach (KeyValuePair <int, Registration> player in registeredPlayers) { result[i] = new PersistentRegistration(player.Key, player.Value.SelectedCharacterID, player.Value.localID, player.Value.networkMode, player.Value.ui.CharacterVisualsVector); i++; } return(result); }
void loadPreviousRegistrationData() { for (int i = 0; i < previousRegistrationData.Length; i++) { PersistentRegistration player = previousRegistrationData[i]; if (player.localID >= 0) { spawnPlayerRegistration(player.localID, player.playerID, player.networkMode); } else { spawnPlayerRegistration(player.playerID, player.networkMode); } setPlayerReady(player.playerID, player.selectedCharacterID); } }
public static PersistentRegistration[] extractPersistentData(Dictionary<int, Registration> registeredPlayers) { PersistentRegistration[] result = new PersistentRegistration[registeredPlayers.Count]; int i = 0; foreach (KeyValuePair<int, Registration> player in registeredPlayers) { result[i] = new PersistentRegistration(player.Key, player.Value.SelectedCharacterID, player.Value.localID, player.Value.networkMode, player.Value.ui.CharacterVisualsVector); i++; } return result; }