using UnityEngine; [System.Serializable] public class BasePlacementData { public int playerBaseId; public Transform placementTransform; } public class PlayerBase : MonoBehaviour { [SerializeField] private PlayerType playerType; [SerializeField] private BasePlacementData[] basePlacementDatas; [SerializeField] private PlayerPawn[] playerPawns; public bool IsBotBase { get; private set; } public PlayerType GetPlayerType() => playerType; public void InitPlayerData() { for (int idx = 0; idx < basePlacementDatas.Length; idx++) { playerPawns[idx].Init(basePlacementDatas[idx].playerBaseId, playerType); } } public void AssignBotState(PawnType pawnType) { IsBotBase = pawnType == PawnType.Bot; for (int idx = 0; idx < playerPawns.Length; idx++) { playerPawns[idx].AssignBotPlayerState(IsBotBase); } } public Transform GetBasePlacementDataPosition(int idx) { Debug.Log($"Index: {idx}, basePlacementDatas[idx]: {basePlacementDatas[idx]}"); return basePlacementDatas[idx].placementTransform; } }