using System; using System.Collections; using System.Collections.Generic; using Assets.HeroEditor4D.Common.Scripts.CharacterScripts; using UnityEngine; public class InGameCharacterMgr : MonoBehaviour { // [SerializeField] private GameObject SwordBtn; // [SerializeField] private GameObject MageBtn; // [SerializeField] private GameObject BawBtn; public GameObject[] attackBtns; public string selectedCharacter; public List characterDataScriptable ; public Character4D character4D; float timer= 10; void Update() { if(timer < 5){timer+=Time.deltaTime; return;} timer=0; SetAttackBtn(); } void Start() { // SetAttackBtn(); } public string currentJson; void SetAttackBtn(){ currentJson = character4D.ToJson(); selectedCharacter = "attack"; foreach(CharacterDataSO character in characterDataScriptable){ if(character.jsonCharData == currentJson){ selectedCharacter = character.charName; break; } } // foreach(GameObject button in attackBtns){ button.SetActive(false); } // switch (selectedCharacter){ case "attack": attackBtns[0].SetActive(true); break; case "mage": attackBtns[1].SetActive(true); break; case "range": attackBtns[2].SetActive(true); break; default: //set sword btn attackBtns[0].SetActive(true) ; break; } } }