// Use this for initialization void Start() { c_playerHealthScript = GetComponent <PlayerHealth> (); c_UI = GameObject.FindGameObjectWithTag("UICanvas").GetComponent <UIControl>(); c_personalDelay = 30 / c_playerHealthScript.c_playerStats.playerSpeed; c_myTurnObject = new TurnObject(gameObject, c_personalDelay); TurnOrder.s_turnOrderList.Add(c_myTurnObject); c_myTurnObject.c_myIndex = (TurnOrder.s_turnOrderList.Count - 1); if (c_myTurn) { c_UI.UpdateActiveCharacter(gameObject); } if (c_enemy != null) { c_enemyHealthScript = c_enemy.GetComponent <PlayerHealth> (); } c_playerMove = GetComponent <PlayerMoveAStar> (); c_playerMoveRangeScript = GetComponent <PlayerMoveRangeDijkstra> (); c_saveStartPosition = transform.position; c_squaresInMoveRange = new List <GameObject>(); c_squaresInAttackRange = new List <GameObject> (); c_enemiesInAttackRange = new List <GameObject> (); c_attacked = false; c_setupAttack = false; c_resetMove = false; c_currentSkill = c_characterSkills [0]; if (!c_myTurn) { c_particleComponent.Stop(); } }
// Use this for initialization void Start() { c_myTurnObject = new TurnObject(gameObject, c_personalDelay); TurnOrder.s_turnOrderList.Add(c_myTurnObject); c_myTurnObject.c_myIndex = (TurnOrder.s_turnOrderList.Count - 1); c_UI = GameObject.FindGameObjectWithTag("UICanvas").GetComponent <UIControl> (); }
public void SetTurnObject(bool active) { TurnObject.SetActive(active); if (active) { StartCoroutine(ShowMoveRange()); } }
private void Start() { if (icoSphere == null) { Debug.LogError("icoSphere not set"); } if (activeMaterial == null) { Debug.LogError("activeMaterial not set"); } standardMaterial = icoSphere.GetComponent <MeshRenderer>().material; turnScript = icoSphere.GetComponent <TurnObject>(); standardTurnSpeed = turnScript.turnSpeed; soundEffectWhenSet = GetComponent <AudioSource>(); }
public static void CallNextTurn() { TurnObject l_nextTurn = new TurnObject(null, 0); int l_lowestDelay = int.MaxValue; for (int l_count = s_turnOrderList.Count - 1; l_count >= 0; l_count--) { if (s_turnOrderList [l_count].c_delayValue < l_lowestDelay && s_turnOrderList[l_count].c_character != null) { l_lowestDelay = s_turnOrderList [l_count].c_delayValue; l_nextTurn = s_turnOrderList[l_count]; } } l_nextTurn.c_character.SendMessage("Attack"); }