/// <summary> /// Initializes this instance. /// </summary> public void Initialize(CharacterSelectUI charSelectUI, UIScrollItem scrollItem, Character character, bool isUsed, bool isOwned, float ownedCharRotSpeed, float normalCharScale, float focusCharScale, float focusAnimTime, Vector3 focusPos, NewCharWinAnimator newCharWinAnim, Animator newCharAnimReference) { // Store references to character select classes m_charSelectUI = charSelectUI; m_scrollItem = scrollItem; m_character = character; SetUsed(isUsed); SetOwned(isOwned); SetOwnedCharRotSpeed(ownedCharRotSpeed); SetCharScale(normalCharScale, focusCharScale); SetFocusPos(focusPos); SetFocusAnimTime(focusAnimTime); m_newCharWinAnim = newCharWinAnim; // Store reference to animator to follow for new/unused characters m_newCharAnimReference = newCharAnimReference; // Store the character's starting transform properties m_originalRot = m_character.transform.localEulerAngles; m_originalPosZ = m_character.transform.localPosition.z; // Set the initialized flag m_isInitialized = true; }
private void Awake() { if (instance != null) { Debug.LogError("More than one instance of CharacterSelectUI found!"); return; } instance = this; }
public new void Init(CombatManager CM, CharacterSelectUI combatUI) { base.Init(CM, combatUI); foreach (Character C in enemies) { if (C.Name == "Trevor") { trevor = C; } } foreach (Character C in allies) { if (C.Name == "Trevor") { trevor = C; } } }
// Use this for initialization void Start() { Destroy(GameObject.Find("BattleButtonsCanvas")); combatObj = GameObject.Find("CombatManager").GetComponent <CombatManager>(); CUI = GameObject.Find("CombatUI").GetComponent <CombatUI> (); CUI.CM = combatObj; buttonsUIs = FindObjectsOfType <ButtonsUI> (); GameObject.Find("Cursor").GetComponent <CursorManager> ().CM = combatObj; GameObject.Find("ConflictCursor").GetComponent <ConflictCursorManager> ().CM = combatObj; //Destroy(GameObject.Find ("BattleButtonsCanvas")); characters = FindObjectsOfType <Character> (); characterselectUIs = CharacterSelectUI.FindObjectsOfType <CharacterSelectUI> (); temporaryUIIntegrations = TemporaryUIIntegration.FindObjectsOfType <TemporaryUIIntegration> (); for (int i = 0; i < buttonsUIs.Length; i++) { buttonsUIs [i].CM = combatObj; } Destroy(GameObject.Find("BattleSimulator")); Destroy(this); }
//grabs all relevent UI scripts from children void LoadUIRefs() { _csUI = transform.GetChild(0).GetComponent <CharacterSelectUI>(); _gridUI = transform.GetChild(1).GetComponent <GridSetupUI>(); _battleUI = transform.GetChild(2).GetComponent <BattleUI>(); }
void Start() { combatQueue = new Character[6]; CUI = GameObject.Find("CombatUI").GetComponent <CombatUI> (); tCursor = GameObject.Find("TargetCursors").GetComponent <TargetCursor> (); GameObject[] CharUI = new GameObject[3]; GameObject[] EnemyUI = new GameObject[3]; Player = new Character[3]; Enemy = new Character[3]; playerSelect = new Button [3]; enemySelect = new Button [3]; // his block sets up the the characters and character select buttons for (int i = 0; i < 3; i++) { // set up the Character select buttons CharacterSelectUI PlayerSUI = GameObject.Find("Player" + i).GetComponent <CharacterSelectUI> (); CharacterSelectUI EnemySUI = GameObject.Find("Enemy" + i).GetComponent <CharacterSelectUI> (); PlayerSUI.Init(this); EnemySUI.Init(this); // Set up the players Player[i] = GameObject.Find("Character" + i).GetComponent <Character>(); Enemy [i] = GameObject.Find("Character" + (i + 3)).GetComponent <Character> (); Player [i].Init(this, PlayerSUI); Enemy [i].Init(this, EnemySUI); playerSelect [i] = GameObject.Find("Player" + i).GetComponent <Button> (); enemySelect [i] = GameObject.Find("Enemy" + i).GetComponent <Button> (); // Set up each character's UI CharUI [i] = GameObject.Find("CharacterUI" + i); CharUI [i].GetComponent <CharacterUI> ().Init(Player [i]); EnemyUI [i] = GameObject.Find("CharacterUI" + (i + 3)); EnemyUI [i].GetComponent <CharacterUI> ().Init(Enemy [i]); // Set the character's positions to the buttons Player[i].transform.position = new Vector3(playerSelect [i].transform.position.x, playerSelect [i].transform.position.y, 98); Enemy [i].transform.position = new Vector3(enemySelect [i].transform.position.x, enemySelect [i].transform.position.y, 98); } // Get the action buttons and set them up Button[] action = new Button[5]; action [0] = GameObject.Find("ThrowButton").GetComponent <Button> (); action [1] = GameObject.Find("CatchButton").GetComponent <Button> (); action [2] = GameObject.Find("Skill1Button").GetComponent <Button> (); action [3] = GameObject.Find("Skill2Button").GetComponent <Button> (); action [4] = GameObject.Find("Skill3Button").GetComponent <Button> (); for (int i = 0; i < action.Length; i++) { action [i].GetComponent <ButtonsUI> ().CM = this; } // Get text components and the end buttons combatAction = GameObject.Find("CombatAction").GetComponent <Text> (); combatLog = GameObject.Find("CombatLog").GetComponentInChildren <CombatLog> (); //ballsCaught = new System.Collections.Generic.List<bool>(); // This sets up the character's healthbars and sets their allies and enemies internally for (int i = 0; i < 3; i++) { for (int j = 0; j < 3; j++) { Player [i].allies [j] = Player [j]; Player [i].enemies [j] = Enemy [j]; Enemy [i].allies [j] = Enemy [j]; Enemy [i].enemies [j] = Player [j]; } } AI = gameObject.GetComponentInChildren <EnemyAI> (); }
public virtual void Init(CombatManager CM, CharacterSelectUI combatUI) { this.combat = CM; this.CSUI = combatUI; }
public void Init(CharacterSelectUI ui) { _myRect = GetComponent <RectTransform>(); _playerTeam = new List <DraggableCharacter>(); _uiRef = ui; }