// Use this for initialization void Start() { sm = SpriteManager.GetSpriteManager; if (SaveDataManager.IsSaveExists()) { PlayerManager.GetPlayerManager.LoadPlayer(); Player tmpPlayer = PlayerManager.GetPlayerManager.Player; cursor.sprite = sm.Cursors[tmpPlayer.CurrentCursor]; textName.text = tmpPlayer.PlayerName; if (tmpPlayer.IsSpecialCharacter) { special.color = Color.white; special.sprite = sm.specialsCharacters[(int)tmpPlayer.SpecialsCharacters][16]; hair.color = sm.WhiteTransparentColor; beard.color = sm.WhiteTransparentColor; scar.color = sm.WhiteTransparentColor; head.color = sm.WhiteTransparentColor; torse.color = sm.WhiteTransparentColor; cape.color = sm.WhiteTransparentColor; pants.color = sm.WhiteTransparentColor; } else { if (tmpPlayer.HairType != TypeHair.HairLess && !tmpPlayer.HasAHat) { hair.sprite = sm.hairList[(int)tmpPlayer.Sexe, (int)tmpPlayer.HairType, (int)tmpPlayer.HairColor][16]; hair.color = Color.white; } else { hair.color = sm.WhiteTransparentColor; } if (tmpPlayer.TypeBeard != TypeBeard.None && tmpPlayer.ArmorColor[PartBody.Head] == ColorArmor.None) { beard.sprite = sm.beardList[(int)tmpPlayer.TypeBeard, (int)tmpPlayer.ColorBeard][12]; beard.color = Color.white; } else { beard.color = sm.WhiteTransparentColor; } if (tmpPlayer.Scars != Scars.None) { scar.sprite = sm.scarsList[(int)tmpPlayer.Scars][12]; scar.color = Color.white; } else { scar.color = sm.WhiteTransparentColor; } if (tmpPlayer.ArmorColor[PartBody.Head] != ColorArmor.None) { head.sprite = sm.armorList[(int)tmpPlayer.Sexe, (int)tmpPlayer.Classe.Archetype, (int)tmpPlayer.ArmorColor[PartBody.Head], (int)PartBody.Head] [sm.armorList[(int)tmpPlayer.Sexe, (int)tmpPlayer.Archetype, (int)tmpPlayer.ArmorColor[PartBody.Head], (int)PartBody.Head].FindIndex(item => item.name == "Head_Face_0")]; head.color = Color.white; } else { head.color = sm.WhiteTransparentColor; } if (tmpPlayer.ArmorColor[PartBody.Torse] != ColorArmor.None) { torse.sprite = sm.armorList[(int)tmpPlayer.Sexe, (int)tmpPlayer.Classe.Archetype, (int)tmpPlayer.ArmorColor[PartBody.Torse], (int)PartBody.Torse] [sm.armorList[(int)tmpPlayer.Sexe, (int)tmpPlayer.Archetype, (int)tmpPlayer.ArmorColor[PartBody.Torse], (int)PartBody.Torse].FindIndex(item => item.name == "Torse_Face_0")]; torse.color = Color.white; } else { torse.color = sm.WhiteTransparentColor; } if (tmpPlayer.ArmorColor[PartBody.Pant] != ColorArmor.None) { pants.sprite = sm.armorList[(int)tmpPlayer.Sexe, (int)tmpPlayer.Classe.Archetype, (int)tmpPlayer.ArmorColor[PartBody.Pant], (int)PartBody.Pant] [sm.armorList[(int)tmpPlayer.Sexe, (int)tmpPlayer.Archetype, (int)tmpPlayer.ArmorColor[PartBody.Pant], (int)PartBody.Pant].FindIndex(item => item.name == "Pant_Face_0")]; pants.color = Color.white; } else { pants.color = sm.WhiteTransparentColor; } if (tmpPlayer.Cape != Cape.None) { cape.sprite = sm.accessoriesList[(int)tmpPlayer.Cape, (int)tmpPlayer.ColorCape] [sm.accessoriesList[(int)tmpPlayer.Cape, (int)tmpPlayer.ColorCape].FindIndex(item => item.name == "Cape_Face_0")]; cape.color = Color.white; } else { cape.color = sm.WhiteTransparentColor; } special.color = sm.WhiteTransparentColor; body.sprite = sm.bodyList[(int)tmpPlayer.BodyColor][16]; buttons[0].interactable = true; buttons[1].interactable = true; } } else { visual.gameObject.SetActive(false); buttons[0].interactable = false; buttons[1].interactable = false; textName.gameObject.SetActive(false); } }