/// <summary> /// Awakes this instance.main /// </summary> void Awake() { CharacterState = EnumCharacterState.Idle; CharacterSide = EnumSide.Down; instantiatedSelector = GameObject.Instantiate(Selector); instantiatedTargetSelector = GameObject.Instantiate(TargetSelector); var t = Resources.Load <GameObject> (Settings.PrefabsPath + Settings.UIBattle); var o = Instantiate(t); var canvas = o.GetComponentsInChildren <Canvas>(); foreach (Canvas canva in canvas) { canva.worldCamera = Camera.main; } GenerateEnnemies(); PositionPlayers(); GenerateTurnByTurnSequence(); sequenceEnumerator = turnByTurnSequenceList.GetEnumerator(); NextBattleSequence(); uiGameObject = GameObject.FindGameObjectsWithTag(Settings.UI).FirstOrDefault(); HideDecision(); }
/// <summary> /// Changes the enum character side. /// </summary> /// <param name="state">The state.</param> public void ChangeEnumCharacterSide(EnumSide state) { CharacterSide = state; SendMessage("Animate", string.Format("{0}{1}", CharacterState, CharacterSide)); }
/// <summary> /// Goes to other side. Just change option SideWalk to another one. /// The variable SideWalk will be used in others methods. /// </summary> public void GoToOtherSide() { if(SideWalk == EnumSide.Left) { SideWalk = EnumSide.Right; } else { SideWalk = EnumSide.Left; } }
/// <summary> /// Checks the input. /// Check and change anim of input action. /// </summary> public void CheckInput() { if(inputManage.IsLeftPressed) { SideWalk = EnumSide.Left; } else if(inputManage.IsRightPressed) { SideWalk = EnumSide.Right; } }