CharacterCreation

using UnityEngine;
using System.Collections;

public class CharacterCreation : MonoBehaviour {

public GameObject[] characterPrefabs;
public UIInput nameInput;//用来得到输入的文本
private GameObject[] characterGameObjects;
private int selectedIndex = 0;
private int length;//所有可供选择的角色的个数

// Use this for initialization
void Start () {
length = characterPrefabs.Length;
characterGameObjects = new GameObject[length];
for (int i = 0; i < length; i++) {
characterGameObjects[i] = GameObject.Instantiate(characterPrefabs[i], transform.position, transform.rotation) as GameObject;
}
UpdateCharacterShow();
}

void UpdateCharacterShow() {//更新所有角色的显示
characterGameObjects[selectedIndex].SetActive(true);
for (int i = 0; i < length; i++) {
if (i != selectedIndex) {
characterGameObjects[i].SetActive(false);//把为选择的角色设置为隐藏
}
}
}

public void OnNextButtonClick() {//当我们点击了下一个按钮
selectedIndex++;
selectedIndex %= length;
UpdateCharacterShow();
}
public void OnPrevButtonClick() {//当我们点击了上一个按钮
selectedIndex--;
if (selectedIndex == -1) {
selectedIndex = length - 1;
}
UpdateCharacterShow();
}
public void OnOkButtonClick() {
PlayerPrefs.SetInt("SelectedCharacterIndex", selectedIndex);//存储选择的角色
PlayerPrefs.SetString("name", nameInput.value);//存储输入的名字
//加载下一个场景
Application.LoadLevel(2);
}

}

posted @ 2016-06-25 09:15  Fei非非  阅读(308)  评论(0编辑  收藏  举报