//Start
    // Use this for initialization
    void Start()
    {
        gameState         = GameState.Overworld;
        randomEcountersOn = true;//Depending on the area. Maybe a scene database indicating whether true or false?.

        //Initialization of Objects
        cam_T = GameObject.FindGameObjectWithTag("CamTarget").GetComponent <Transform>();

        playerController = GameObject.FindGameObjectWithTag("Player").GetComponent <OWPlayerController>();
        battleUI         = GameObject.FindGameObjectWithTag("UI").GetComponent <BattleUI>();

        soundPlayer = gameObject.GetComponent <SoundPlayer>();
        tileScript  = GameObject.FindGameObjectWithTag("TileManager").GetComponent <TileScript>();
        tileScript.Init();
        battlefield = GameObject.FindGameObjectWithTag("Battlefield").GetComponent <Transform>();

        //Databases.
        charStats  = GetComponent <CharacterStats>();
        attackInfo = GetComponent <AttackInfoManager>();
        //General Info

        //Placeholder Character Creation
        charStats.CreateCharacterStats("Player", 0, 1, 10, 12, 5, 3, 2, 4);     //PLACHEOLDER;
        charStats.SetTileOccupied("Player", 0, new Vector2(3, 4), tileScript.yTiles);

        charStats.CreateCharacterStats("Enemy", 0, 4, 70, 12, 5, 3, 2, 4);     //PLACHEOLDER;
        charStats.SetTileOccupied("Enemy", 0, new Vector2(2, 2), tileScript.yTiles);

        //Create a cursor for Formation Movement
        GameObject objCursor;

        objCursor             = Instantiate(cursor);
        selectedTileIndicator = objCursor.GetComponent <Transform>();
        selectedTileIndicator.gameObject.SetActive(false);

        //For Movement Limit calculations
        tileVectorSize.x  = tileScript.xTiles;
        tileVectorSize.y  = tileScript.yTiles;
        tileAmount        = tileScript.tileAmount - 1;
        selectionLimit[0] = new Vector2(tileVectorSize.x / 2, 0);
        selectionLimit[1] = new Vector2(tileVectorSize.x, tileVectorSize.y);
        selectionLimit[2] = new Vector2(0, 0);
        selectionLimit[3] = new Vector2(tileVectorSize.x / 2, tileVectorSize.y);

        //MoveFormation(0, charControl[0].tile); //PLACEHOLDER
        battleUI.Init();
    }
Beispiel #2
0
    public void Init(int charID, bool isPlayer)
    {
        if (isPlayer)
        {
            alliance       = 0;
            allianceString = "Player";
        }
        else
        {
            alliance       = 1;
            allianceString = "Enemy";
        }

        level = PlayerPrefs.GetInt(allianceString + charID + "Level");

        hp  = PlayerPrefs.GetInt(allianceString + charID + "Hp");
        mp  = PlayerPrefs.GetInt(allianceString + charID + "Mp");
        atk = PlayerPrefs.GetInt(allianceString + charID + "Attack");
        def = PlayerPrefs.GetInt(allianceString + charID + "Defense");
        res = PlayerPrefs.GetInt(allianceString + charID + "Resistance");
        spd = PlayerPrefs.GetInt(allianceString + charID + "Speed");

        currentHp = PlayerPrefs.GetInt(allianceString + charID + "Current Hp");
        currentMp = PlayerPrefs.GetInt(allianceString + charID + "Current Mp");
        if (currentHp > hp)
        {
            currentHp = hp;
        }
        if (currentMp > mp)
        {
            currentMp = mp;
        }

        attackInfo = GameObject.FindGameObjectWithTag("Manager").GetComponent <AttackInfoManager>();
        CalculateAttackNumber(charID);

        tile.x = PlayerPrefs.GetFloat(allianceString + charID + "_TileX");
        tile.y = PlayerPrefs.GetFloat(allianceString + charID + "_TileY");
        tileID = Mathf.FloorToInt(tile.y + tile.x * rowSize);
        //transform.position =
    }