/// <summary> /// OnTriggerEnter is called when the Collider other enters the trigger. /// </summary> /// <param name="other">The other Collider involved in this collision.</param> void OnTriggerEnter(Collider other) { BaseNode node = other.transform.GetComponentInParent <BaseNode>(); Enemy enemy = other.GetComponent <Enemy>(); if (node != null) { List <BaseNode> nodes = WorldController.Instance.GetNodesNearPlayer(this.transform, node); if (OnInfoUpdatedEvent != null) { OnNewTileEnteredEvent(nodes); } } if (enemy != null && !enemy.dead) { BattleData battleData = Resources.Load <BattleData>("Data/BattleData"); LocalData localData = Resources.Load <LocalData>("Data/LocalData"); battleData.ResetData(); battleData.Friendlies.Add(this.entityData); battleData.Enemies.Add(enemy.entityData); //battleData.enemyObject = enemy.gameObject; //TODO: this is probably temp so remove it enemy.dead = true; localData.playerShipPos = transform.position; EnemyManager.PopulateLocalDataEnemyInfo(localData, enemy.gameObject); MainUIController.Instance.fadingInPanel = true; MainUIController.Instance.scene = "Battle"; } }
private void Start() { battleData = Resources.Load <BattleData>("Data/BattleData"); World.Instance.gameObject.SetActive(true); player = GameObject.FindObjectOfType <Player>(); player.transform.position = localData.playerShipPos; //TODO: Create a function which updates all of the player's stuff after a battle if (battleData.Friendlies.Count > 0) { player.entityData = battleData.Friendlies[0]; } player.SetInfamy(battleData.InfamyReward); battleData.InfamyReward = 0; battleData.ResetData(); localData.ResetData(); //MainUIController.Instance.UpdateInfamy(); }
// Use this for initialization void Start() { BattleData data = Resources.Load <BattleData>("Data/BattleData"); data.ResetData(); }