SceneController.LoadLevelIntitial C# (CSharp) Méthode

LoadLevelIntitial() private méthode

private LoadLevelIntitial ( int playerCount, Sprite p1Sprite, Sprite p2Sprite, Sprite p3Sprite, Sprite p4Sprite, Color p1C, Color p2C, Color p3C, Color p4C ) : IEnumerator
playerCount int
p1Sprite Sprite
p2Sprite Sprite
p3Sprite Sprite
p4Sprite Sprite
p1C Color
p2C Color
p3C Color
p4C Color
Résultat IEnumerator
    IEnumerator LoadLevelIntitial(int playerCount, Sprite p1Sprite, Sprite p2Sprite, Sprite p3Sprite, Sprite p4Sprite, Color p1C, Color p2C, Color p3C, Color p4C)
    {
        cameraThing = GameObject.Find("AutoZoomCamParent");
        countDownText = cameraThing.transform.parent.FindChild("CountdownText").GetComponent<GUIText>();
        countDownBackground = cameraThing.transform.parent.FindChild("CountdownBackground").GetComponent<GUITexture>();
        scoreBoard = cameraThing.transform.parent.FindChild("Scoreboard").GetComponent<GUITexture>();
        gameOverText = scoreBoard.transform.FindChild("GameOver").GetComponent<GUIText>();
        score1 = scoreBoard.transform.FindChild("Score1").FindChild("Score").GetComponent<GUIText>();
        scorePlayer1 = scoreBoard.transform.FindChild("Score1").FindChild("Icon").GetComponent<GUITexture>();
        score2 = scoreBoard.transform.FindChild("Score2").FindChild("Score").GetComponent<GUIText>();
        scorePlayer2 = scoreBoard.transform.FindChild("Score2").FindChild("Icon").GetComponent<GUITexture>();
        if (playerCount < 2) {
            score2.gameObject.SetActive(false);
            scorePlayer2.gameObject.SetActive(false);
        }
        score3 = scoreBoard.transform.FindChild("Score3").FindChild("Score").GetComponent<GUIText>();
        scorePlayer3 = scoreBoard.transform.FindChild("Score3").FindChild("Icon").GetComponent<GUITexture>();
        if (playerCount < 3) {
            score3.gameObject.SetActive(false);
            scorePlayer3.gameObject.SetActive(false);
        }
        score4 = scoreBoard.transform.FindChild("Score4").FindChild("Score").GetComponent<GUIText>();
        scorePlayer4 = scoreBoard.transform.FindChild("Score4").FindChild("Icon").GetComponent<GUITexture>();
        if (playerCount < 4) {
            score4.gameObject.SetActive(false);
            scorePlayer4.gameObject.SetActive(false);
        }

        scorePlayer1.texture = p1Sprite.texture;
        scorePlayer2.texture = p2Sprite.texture;
        scorePlayer3.texture = p3Sprite.texture;
        scorePlayer4.texture = p4Sprite.texture;

        scorePlayer1.color = new Color(p1C.r/2, p1C.g/2, p1C.b/2);
        scorePlayer2.color = new Color(p2C.r/2, p2C.g/2, p2C.b/2);
        scorePlayer3.color = new Color(p3C.r/2, p3C.g/2, p3C.b/2);
        scorePlayer4.color = new Color(p4C.r/2, p4C.g/2, p4C.b/2);

        SetTransparency(0);
        /*playerCount = 0;
        GameObject g;
        while ((g=GameObject.Find("Player" + playerCount)) != null && g.activeInHierarchy) playerCount++; */
        players = new GameObject[playerCount];
        playerScores = new int[4];
        for (int i = 1; i <= playerCount; i++) {
            GameObject gg = GameObject.Find("Player" + i);
            if (gg.activeInHierarchy)
                players[i-1] = gg;
        }

        if (loadInstantly) for (int i = playerCount + 1; i <= 4; i++) GameObject.Find("Player" + i).transform.parent.gameObject.SetActive(false);
        for (int i = 0; i < playerCount; i++) {
            players[i].SendMessage("DisablePlayers");
        }
        GameObject.Find("MouseInput").SendMessage("DisablePlayers");

        currentMapIndex = 4; // 0  1  2     We are at 4, the center
                             // 3  4  5
                             // 6  7  8
        //Spawn map
        int sceneIndex = levelPlan[0];

        yield return SceneManager.LoadSceneAsync(sceneIndex, LoadSceneMode.Additive);
        lastScene = sceneIndex;

        if (!myCamera) myCamera = GameObject.Find ("AutoZoomCamParent");
        //Spawn players
        //Scene loadedScene = SceneManager.GetSceneAt(lastScene-1);
        //GameObject sceneRoot = loadedScene.GetRootGameObjects()[0];
        /*for (int i = 0; i < playerCount - 1; i++) {
            players[i].transform.position = GameObject.Find("Player" + (i+1) + "Spawn").transform.position;
        }*/
        SpriteSet.ApplySprites(spriteSet); //Apply sprites for this stage
        RespawnPeeps ();
        readyToStart = true;
        /*for (int i = 0; i < playerCount; i++) {
            //Every prefab (scene) is going to need something like Player1Spawn, except for all players.
            GameObject.Instantiate(players[i], GameObject.Find("Player" + (i+1) + "Spawn").transform.position, Quaternion.identity);
        }*/
        //print("stuff");
        //yield break;
    }