Ejemplo n.º 1
0
 // Start is called before the first frame update
 void Start()
 {
     turnOrder      = GameObject.Find("Tic Tac Toe/Change Turn Order Button").GetComponent <TurnOrderManager>();
     gameEndingText = GameObject.Find("Tic Tac Toe/Game Ending Text").GetComponent <Text>();
     GameEnded      = false;
     GameStarted    = false;
     XTurn          = true;
 }
Ejemplo n.º 2
0
    private void Awake()
    {
        TurnOrderManager[] TOMs = FindObjectsOfType <TurnOrderManager>();
        if (TOMs.Length > 1)
        {
            Destroy(gameObject);
        }

        Singleton = this;
        DontDestroyOnLoad(gameObject);
    }
Ejemplo n.º 3
0
    void Start()
    {
        Debug.Log("running start of CharacterManager for " + this.name);

        //
        // FINDING COMPONENTS
        //

        // find enemy
        EnemyController enemyController = GetComponent <EnemyController>();
        // find player
        PlayerController playerController = GetComponent <PlayerController>();

        // find character health
        characterHealth = transform.Find("Canvas/Health").GetComponent <HealthManager>();
        if (characterHealth != null)
        {
            Debug.Log("should have found health text for " + this.name);
        }

        // find turn order manager
        turnOrderManager = GameObject.Find("TurnOrderManager").GetComponent <TurnOrderManager>();

        //
        // SET STATS
        //

        // health
        characterHealthMax = Mathf.RoundToInt(characterBaseHealth + (characterCon * 2));

        // find character level
        // player level is currently setup through
        // player prefs. don't need to keep enemy
        // levels saved there.
        // characterLevelText = transform.Find("Canvas/Level").GetComponent<Text>();

        // add generic armor
        // for player and enemy
        Armor equippedHelm       = transform.Find("Equipped/Helm").GetComponent <Armor>();
        Armor equippedShoulders  = transform.Find("Equipped/Shoulders").GetComponent <Armor>();
        Armor equippedChestplate = transform.Find("Equipped/Chestplate").GetComponent <Armor>();
        Armor equippedBelt       = transform.Find("Equipped/Belt").GetComponent <Armor>();
        Armor equippedBracers    = transform.Find("Equipped/Bracers").GetComponent <Armor>();
        Armor equippedGloves     = transform.Find("Equipped/Gloves").GetComponent <Armor>();
        Armor equippedLegs       = transform.Find("Equipped/Legs").GetComponent <Armor>();
        Armor equippedBoots      = transform.Find("Equipped/Boots").GetComponent <Armor>();

        // add generic weapon
        // for player and enemy
        if (this.tag == "Enemy Ally")
        {
            weaponEquipped     = enemyController.SetStartingWeapon();
            equippedHelm       = enemyController.SetHelm();
            equippedShoulders  = enemyController.SetShoulders();
            equippedChestplate = enemyController.SetChestplate();
            equippedBelt       = enemyController.SetBelt();
            equippedBracers    = enemyController.SetBracers();
            equippedGloves     = enemyController.SetGloves();
            equippedLegs       = enemyController.SetLegs();
            equippedBoots      = enemyController.SetBoots();
        }
        else
        {
            weaponEquipped = transform.Find("Equipped/Weapon").GetComponent <Weapon>();
            playerController.PPSetWeapon(weaponEquipped);
            playerController.PPSetArmor(equippedHelm);
            playerController.PPSetArmor(equippedShoulders);
            playerController.PPSetArmor(equippedChestplate);
            playerController.PPSetArmor(equippedBelt);
            playerController.PPSetArmor(equippedBracers);
            playerController.PPSetArmor(equippedGloves);
            playerController.PPSetArmor(equippedLegs);
            playerController.PPSetArmor(equippedBoots);
        }
        // add equipped item stats to character stats
        AddWeaponStats(weaponEquipped);
        AddArmorStats(equippedHelm);
        AddArmorStats(equippedShoulders);
        AddArmorStats(equippedChestplate);
        AddArmorStats(equippedBelt);
        AddArmorStats(equippedBracers);
        AddArmorStats(equippedGloves);
        AddArmorStats(equippedLegs);
        AddArmorStats(equippedBoots);

        // possible future addition..
        // add enemy inventory for potions, etc.

        // reset character health(s)
        characterHealth.Reset(this.name);
    }