public void GeneratePlayerAndOpponents() { var roads = new int[_roadCount]; for (var i = 0; i < roads.Length; i++) { roads[i] = i; } roads = roads.Shuffle(); var isTutorial = PlayerDataHolder.GetTutorial() == 0; var playerRoadId = isTutorial ? 2 : roads[UnityEngine.Random.Range(0, _roadCount)]; SpawnPlayer(playerRoadId); var opponentsSkinsId = new List <int>(); for (var i = 0; i < SkinDataHolder.GetPlayerSkinData().opponents.Count; i++) { if (i != SkinnController.currentSkin) { opponentsSkinsId.Add(i); } } for (var i = 0; i < _roadCount; i++) { if (i != playerRoadId) { SpawnEnemy(i, opponentsSkinsId); } } }
private void LoadMenuSkinns() { savedSkinns = SkinDataHolder.GetPlayerSkinData().players; if (skinns.Count != savedSkinns.Count) { print($"skinns {skinns.Count} savedSkinns {savedSkinns.Count}"); Debug.LogError("Skins count in skinns data not equal to skinns couns in skinn controller"); return; } }
private IEnumerator Start() { _playerPrefab = SkinDataHolder.GetPlayerSkinData().players[SkinnController.currentSkin].PlayerHolder; _opponents = new List <GameObject>(); //for (var i = 0; i < SkinDataHolder.GetPlayerSkinData().opponents.Count; i++) _opponents.Add(SkinDataHolder.GetPlayerSkinData().opponents[i].PlayerHolder); _opponents.AddRange(SkinDataHolder.GetPlayerSkinData().opponents.Select(t => t.PlayerHolder)); yield return(null); _roadCount = DataHolder.GetRoadCount(); GeneratePlayerAndOpponents(); PauseController.SetPause(); }