public void ExecuteNode(ref BattleManagerScript _battleScript, ref GameObject _battlePanel, ref GameObject _battleManager, ref GameObject _eventPanel, ref GameObject PanelDesc, ref GameObject PanelOption1, ref GameObject PanelOption2) { _visited = true; if (_nodeType == NODE_TYPES.BATTLE) { _battleManager.SetActive(true); _battlePanel.SetActive(true); _battleScript.StartBattle(); //freezeplanet movement; _gameObject.GetComponent <MeshRenderer>().material.color = Color.magenta; } else if (_nodeType == NODE_TYPES.EVENT) { _gameObject.GetComponent <MeshRenderer>().material.color = Color.magenta; // transform.Find("waterStock").GetComponent<Text>().text = player.GetComponent<PlayerScript>().water.ToString(); _eventPanel.SetActive(true); PanelDesc.transform.GetComponent <Text>().text = _tree._eventDesciption; PanelOption1.transform.GetComponent <Text>().text = _tree._option1._optionText; PanelOption2.transform.GetComponent <Text>().text = _tree._option2._optionText; // _eventPanel.transform.GetComponent<Description>().GetComponent<Text>().text = _tree._eventDesciption; // _eventPanel.GetComponent<Option1>().text = _tree._option1._optionText; // _eventPanel.GetComponent<Option2>().text = _tree._option2._optionText; ; } }
public void Attacked(float Attacked) { //float damage = Mathf.Max(Attacked - defense); BattleManagerScript battle_manager_script = GameObject.FindGameObjectWithTag("BattleManager").GetComponent <BattleManagerScript>(); if (HP > 0) { Damage = Defense - Attacked; if (Damage < 0) { HP = HP + Damage; } if (HP < 0) { sliderHP.value = 0; battle_manager_script.Finish(player_die: true); } } else { sliderHP.value = 0; battle_manager_script.Finish(player_die: true); } sliderHP.value = HP / 100.0f; }
void Awake() { if (BattleManagerScript.CheckInstanceExit()) { Destroy(this.gameObject); } }
void Respawn() { BattleManagerScript battleScript = battleManager.GetComponent <BattleManagerScript>(); lives -= 1; thisRigid.velocity = new Vector3(0, 0, 0); transform.position = battleScript.bestSpawn; }
private void InitializeBattleManager(Scene scene, LoadSceneMode mode) { if (scene.name == BATTLE_SCENE_NAME) { battleManagerInstance = ((GameObject)Instantiate(battleManager, transform.position, transform.rotation)).GetComponent <BattleManagerScript>(); battleManagerInstance.inputReciever = inputReciever; battleManagerInstance.prefabInst = prefabPuller; battleManagerInstance.SetUpParties(party, encounter, mapInfo); inputReciever.GetComponent <InputReciever>().SetControlState(InputReciever.BATTLE_STATE); } }
// Start is called before the first frame update void Start() { MyTurn = InitTurn; battle_manager_script = GameObject.FindGameObjectWithTag("BattleManager").GetComponent <BattleManagerScript>(); name = enemyName; Player = GameObject.FindGameObjectWithTag("Player"); player_status = Player.GetComponent <PlayerStatus>(); GameManager = GameObject.FindWithTag("GameController"); EnemyTurnText.GetComponent <Text>().text = "残りのターン: " + MyTurn.ToString(); //先手攻撃 battle_manager_script.EnemySpeedAttackCheck(this); }
// Setup function private void Awake() { instance = this; instructionText = GameObject.Find("InstructionText").GetComponent <Text>(); timer = GameObject.Find("Timer").GetComponent <TimerScript>(); // or could create one here; timer is unnecessary is a single-player game resolvingTurn += timer.stopTimer; newTurn += timer.restartTimer; players = new List <GameObject>(); spawnPlayer(0, true); // This could loop through a list of connected devices/sockets to add multiplayer capabilities for (int i = 1; i < PLAYER_COUNT; i++) { spawnPlayer(i, false); } submittedActions = new List <IActionCommand>(); }
GameObject findNearestPlayerPosition() { GameObject currentNearest; float currentNearestDistance; BattleManagerScript battleScript = battleManager.GetComponent <BattleManagerScript>(); currentNearest = battleScript.players[0]; currentNearestDistance = 100000f; for (int i = 0; i < battleScript.playersNumber; i++) { if (battleScript.players[i] != null) { if (FindDistance(transform, battleScript.players[i].transform) < currentNearestDistance && battleScript.players[i].transform != transform) { currentNearest = battleScript.players[i]; currentNearestDistance = FindDistance(transform, battleScript.players[i].transform); } } } return(currentNearest); }
private void OnEnable() { battleManager = GameObject.FindGameObjectWithTag("Battle Manager").GetComponent <BattleManagerScript>(); rewards = battleManager.enemy.currentDeck.GetRewardCards(); //Spawn in each reward card for (int i = 0; i < rewards.Count; i++) { GameObject rewardCard = Instantiate(rewardCardPrefab, rewardCardPanel.transform); UiCardScript UICard = rewardCard.GetComponent <UiCardScript>(); UICard.info = rewards[i]; Button cardButton = rewardCard.GetComponent <Button>(); cardButton.onClick.RemoveAllListeners(); cardButton.onClick.AddListener(delegate { AddCard(UICard.info); }); cardButton.Select(); } }
// Start is called before the first frame update void Start() { battle_manager_script = GameObject.FindWithTag("BattleManager").GetComponent <BattleManagerScript>(); player_status = GameObject.FindWithTag("Player").GetComponent <PlayerStatus>(); }
// Start is called before the first frame update void Start() { this.gameObject.GetComponent <Button>().Select(); fight_enemy_create = FightEnemyCreate.fight_enemy_create; battle_manager_script = GameObject.FindWithTag("BattleManager").GetComponent <BattleManagerScript>(); }
// Start is called before the first frame update void Start() { battleManagerScript = BattleManagerScript.battle_manager_script; }
// Use this for initialization void Start() { battleManager = BattleManagerScript.Instance; GetComponent <Image>().sprite = defaultEye; }
void Awake() { Instance = this; }
private void Awake() { battle_manager_script = this; }
public void Start() { m_nodeController = ScriptableObject.CreateInstance <NodeController>(); // Create an icosahedron, subdivide it three times so that we have plenty of polys // to work with. CreateIcoSphere(); Subdivide(4); // When we begin extruding polygons, we'll need each one to know who its immediate //neighbors are. CalculateNeighbors(); // By default, everything is colored blue. foreach (Polygon p in m_Polygons) { p.m_Color = colorOcean; } // randomly sized spheres on the surface of the planet, and adding any Polygon that falls // inside that sphere. for (int i = 0; i < m_NumberOfContinents; i++) { float continentSize = Random.Range(m_ContinentSizeMin, m_ContinentSizeMax); PolySet newLand = GetPolysInSphere(Random.onUnitSphere, continentSize, m_Polygons); landPolys.UnionWith(newLand); } // This is our land now, so color it green. =) foreach (Polygon landPoly in landPolys) { landPoly.m_Color = colorGrass; } // The Extrude function will raise the land Polygons up out of the water. // It also generates a strip of new Polygons to connect the newly raised land // back down to the water level. We can color this vertical strip of land brown like dirt. PolySet sides = Extrude(landPolys, 0.05f); foreach (Polygon side in sides) { side.m_Color = colorDirt; } // Grab additional polygons to generate hills, but only from the set of polygons that are land. for (int i = 0; i < m_NumberOfHills; i++) { float hillSize = Random.Range(m_HillSizeMin, m_HillSizeMax); PolySet newHill = GetPolysInSphere(Random.onUnitSphere, hillSize, landPolys); hillPolys.UnionWith(newHill); } sides = Extrude(hillPolys, 0.05f); foreach (Polygon side in sides) { side.m_Color = colorDirt; } _battleManager = Object.Instantiate(_battleManager, Vector3.zero, Quaternion.identity); _battleScript = _battleManager.GetComponent <BattleManagerScript>(); GenerateMesh(); GetWaterPolygons(); SpawnNodes(water); }