public void EnemyButtons() { //cleanup foreach (GameObject enemyBtn in enemyBtns) { Destroy(enemyBtn); } enemyBtns.Clear(); foreach (GameObject enemy in EnemiesInGame) { GameObject newButton = Instantiate(enemyButton) as GameObject; EnemySelectButton button = newButton.GetComponent <EnemySelectButton>(); EnemyStateMachine curEnemy = enemy.GetComponent <EnemyStateMachine>(); Text buttonText = newButton.GetComponentInChildren <Text>(); buttonText.text = curEnemy.enemy.theName; button.EnemyPrefab = enemy; button.EnemyCube = curEnemy.EnemyCube; newButton.transform.SetParent(Spacer); enemyBtns.Add(newButton); } }
public void EnemyButtons() //Cleans and populates the Buttons for the Enemies to be selected { /* * Cleans up the list for the enemy buttons * Allows for when an enemy is killed in a multi enemy fight, the button * corresponding to that enemy is removed and the list refreshed */ foreach (GameObject enemyBtn in enemyButtons) { Destroy(enemyBtn); } enemyButtons.Clear(); /* * Populates the List of enemy buttons so the player can select an enemy to attack. */ foreach (GameObject enemy in enemiesInBattle) { GameObject newButton = Instantiate(enemyButton) as GameObject; EnemySelectButton button = newButton.GetComponent <EnemySelectButton>(); EnemyStateMachine cur_enemy = enemy.GetComponent <EnemyStateMachine>(); Text buttonText = newButton.transform.Find("Text").gameObject.GetComponent <Text>(); buttonText.text = " " + cur_enemy.enemy.name; button.enemyPrefab = enemy; newButton.transform.SetParent(spacer); enemyButtons.Add(newButton); } }
//Adds enemy buttons into the UI dynamically public void EnemyButtons() { //cleanup foreach (GameObject enemyBtn in enemyBtns) { Destroy(enemyBtn); } enemyBtns.Clear(); //create buttons foreach (GameObject enemy in EnemiesInBattle) { GameObject newButton = Instantiate(enemyButton) as GameObject; EnemySelectButton button = newButton.GetComponent <EnemySelectButton>(); EnemyStateMachine curr_enemy = enemy.GetComponent <EnemyStateMachine>(); Text buttonText = newButton.transform.Find("Text").gameObject.GetComponent <Text>(); //uses findChild in tutorial, see if this works buttonText.text = curr_enemy.enemy.theName; button.enemyGameObject = enemy; newButton.transform.SetParent(spacer, false); //This false is supposed to stop an overflow error from ocassionally occuring enemyBtns.Add(newButton); } }
// Retrieves information about every enemy character // on the field and adds them to enemy selction GUI public void SetEnemyButtons() { foreach (GameObject enemy in EnemiesInBattle) { GameObject newButton = Instantiate(EnemyButton) as GameObject; EnemySelectButton button = newButton.GetComponent <EnemySelectButton>(); EnemyStateMachine currentEnemy = enemy.GetComponent <EnemyStateMachine>(); Debug.Log("Enemy Found"); Debug.Log(currentEnemy.Enemy.Name); Text buttonText = newButton.transform.Find("Text").gameObject.GetComponent <Text>(); Debug.Log("Enemy Target Button Text Found"); button.EnemyPrefab = enemy; Debug.Log("Enemy Target Button Prefab Set"); buttonText.text = currentEnemy.Enemy.Name; Debug.Log("Enemy Target Button Text Set"); newButton.transform.SetParent(Spacer, false); currentEnemy.EnemyButton = button; } }
public void EnemyButtons() { //clean up foreach (GameObject enemyBtn in enemyBtns) { Destroy(enemyBtn); } enemyBtns.Clear(); //create buttons foreach (GameObject enemy in EnemiesInBattle) { GameObject newButton = Instantiate(enemyButton) as GameObject; EnemySelectButton button = newButton.GetComponent <EnemySelectButton>(); EnemyStateMachine cur_enemy = enemy.GetComponent <EnemyStateMachine>(); Text buttonText = newButton.transform.Find("Text").gameObject.GetComponent <Text>(); buttonText.text = cur_enemy.enemy.name; button.EnemyPrefab = enemy; newButton.transform.SetParent(Spacer); newButton.transform.localScale = new Vector3(1, 1, 1);// Note: Fix in inspector eventually... enemyBtns.Add(newButton); } }
public void EnemyButtons() { //cleanup foreach(GameObject enemyBtn in enemyBtns) { Destroy(enemyBtn); } enemyBtns.Clear(); //create buttons foreach(GameObject enemy in EnemiesInBattle) { GameObject newButton = Instantiate(enemyButton) as GameObject; EnemySelectButton button = newButton.GetComponent<EnemySelectButton>(); EnemyStateMachine cur_enemy = enemy.GetComponent<EnemyStateMachine>(); Text buttonText = newButton.transform.Find("Text").gameObject.GetComponent<Text>(); buttonText.text = cur_enemy.enemy.theName; button.EnemyPrefab = enemy; newButton.transform.SetParent(Spacer,false); enemyBtns.Add(newButton); } }
public void EnemyButton() { //cleanup foreach (GameObject enemyButton in enemyButtons) { Destroy(enemyButton); } enemyButtons.Clear(); //create button foreach (GameObject enemy in enemyInBattle) { GameObject newButton = Instantiate(enemyButton) as GameObject;//populate button with enemies object EnemySelectButton button = newButton.GetComponent <EnemySelectButton>(); EnemyStateMachine currentEnemy = enemy.GetComponent <EnemyStateMachine>(); Text buttonText = newButton.GetComponentInChildren <Text>(); buttonText.text = currentEnemy.enemy.theName;//set button text to enemy nname button.enemyPrefab = enemy; newButton.transform.SetParent(spacer, false); enemyButtons.Add(newButton); } }
//creo una funzione void EnemyButtons public void EnemyButtons() { //per ogni bottone del nemico nella lista dei bottoni dei nemici foreach (GameObject enemyBtn in EnemyBtns) { // distrucci il bottore Destroy(enemyBtn); } //pulisco la lista EnemyBtns EnemyBtns.Clear(); //per ogni nemico nella lista EnemyInGame foreach (GameObject enemy in EnemyInGame) { //instanzio un enemyButton come gameObject dentro newButton GameObject newButton = Instantiate(enemyButton) as GameObject; //assegno a button lo script EnemySelectButton del newButton EnemySelectButton button = newButton.GetComponent <EnemySelectButton>(); //assegno a curr_nemy lo script EnemyStateMachine di enemy EnemyStateMachine cur_enemy = enemy.GetComponent <EnemyStateMachine>(); //cerco dentro a button un gameObject chiamato Text e assegno lo srcipt Text di Text a ButtonText Text ButtonText = newButton.transform.Find("Text").gameObject.GetComponent <Text>(); //assegno a ButtonText.text il nome del nemico corrente ButtonText.text = cur_enemy.enemy.Thename; //assegno a button.EnemyPrefab il nemuico button.EnemyPrefab = enemy; //uso la funzione set parent di new button e passo i parametri spacer a false newButton.transform.SetParent(Spacer, false); // aggiungo il nuovo bottone alla lista EnemyBtns.Add(newButton); } }
public void SelectEnemy(EnemySelectButton esb) { if (currentManual != 1) { return; } buttonList_enemy[selected_enemy].SetSelected(false); esb.SetSelected(true); selected_enemy = esb.index; ShowEnemyInfo(esb.enemyID); }
private void CreateEnemyButtons() { foreach (GameObject enemy in enemiesAlive) { GameObject newButton = Instantiate(enemyButton) as GameObject; EnemySelectButton button = newButton.GetComponent <EnemySelectButton>(); EnemyStateMachine currEsm = enemy.GetComponent <EnemyStateMachine>(); newButton.GetComponentInChildren <Text>().text = currEsm.enemy.name; button.EnemyPrefab = enemy; newButton.transform.SetParent(Spacer); } }
void EnemyButtons() { foreach (GameObject enemy in enemiesInBattle) { GameObject newButton = Instantiate(enemyButton) as GameObject; EnemySelectButton button = newButton.GetComponent <EnemySelectButton>(); EnemyStateMachine currentEnemy = enemy.GetComponent <EnemyStateMachine>(); Text buttonText = newButton.GetComponentInChildren <Text>(); buttonText.text = currentEnemy.enemy.name; button.enemyObject = enemy; newButton.transform.SetParent(spacer, false); } }
void EnemyButtons() { foreach (GameObject enemy in EnemiesInBattle) { GameObject newButton = Instantiate(enemyButton) as GameObject; //Find enemy buttons as prefab EnemySelectButton button = newButton.GetComponent <EnemySelectButton>(); EnemyStateMachine cur_enemy = enemy.GetComponent <EnemyStateMachine>(); Text buttonText = newButton.transform.FindChild("Text").gameObject.GetComponent <Text>(); buttonText.text = cur_enemy.enemy.theName; button.EnemyPrefab = enemy; newButton.transform.SetParent(EnemySelectPanel.transform, false); } }
void EnemyButtons() { foreach (GameObject enemy in EnemiesInGame) { GameObject newButton = Instantiate(enemyButton) as GameObject; EnemySelectButton button = newButton.GetComponent <EnemySelectButton>(); EnemyStateMachine cur_enemy = enemy.GetComponent <EnemyStateMachine>(); Text buttonText = newButton.transform.Find("Text").gameObject.GetComponent <Text>(); buttonText.text = cur_enemy.enemy.name; button.EnemyPrefab = enemy; newButton.transform.SetParent(Spacer); } }
void EnemyButtons() { foreach (GameObject enemy in EnemiesInBattle) { if (enemy.tag != "DeadEnemy" && (enemy.GetComponent <EnemyStateMachine>().taunt > 0)) { GameObject targetButton = Instantiate(enemyButton) as GameObject; EnemySelectButton button = targetButton.GetComponent <EnemySelectButton>(); EnemyStateMachine cur_enemy = enemy.GetComponent <EnemyStateMachine>(); Text targetButtonText = targetButton.transform.Find("Text").gameObject.GetComponent <Text>(); targetButtonText.text = cur_enemy.enemy.characterName; button.EnemyPrefab = enemy; TargetButtons.Add(targetButton); targetButton.transform.SetParent(TargetPanelSpacer, false); } if (TargetButtons.Count == 0) { foreach (GameObject enemyNoTaunt in EnemiesInBattle) { if (enemyNoTaunt.tag != "DeadEnemy" && enemyNoTaunt.GetComponent <EnemyStateMachine>().stealth < 1) { GameObject targetButton = Instantiate(enemyButton) as GameObject; EnemySelectButton button = targetButton.GetComponent <EnemySelectButton>(); EnemyStateMachine cur_enemy = enemyNoTaunt.GetComponent <EnemyStateMachine>(); Text targetButtonText = targetButton.transform.Find("Text").gameObject.GetComponent <Text>(); targetButtonText.text = cur_enemy.enemy.characterName; button.EnemyPrefab = enemyNoTaunt; TargetButtons.Add(targetButton); targetButton.transform.SetParent(TargetPanelSpacer, false); } } } } }
void EnemyButtons() { foreach (GameObject enemy in EnemiesInBattle) { Debug.Log(enemy.GetComponent <EnemyStateMachine>().thisEnemy.getName()); GameObject newButton = Instantiate(enemyButton) as GameObject; EnemySelectButton button = newButton.GetComponent <EnemySelectButton>(); EnemyStateMachine currentEnemy = enemy.GetComponent <EnemyStateMachine>(); Text buttonText = newButton.GetComponentInChildren <Text>(); buttonText.text = currentEnemy.thisEnemy.getName(); button.EnemyPrefab = enemy; newButton.transform.SetParent(EnemySpacer, false); } }
private void EnemyButtons() { foreach (GameObject obj in characterList) { if (obj.tag == "Enemy(BATTLE)") { GameObject newButton = Instantiate(enemyButton) as GameObject; EnemySelectButton button = newButton.GetComponent <EnemySelectButton>(); Character currEnemy = obj.GetComponent <Character>(); Text buttonText = newButton.transform.GetChild(0).gameObject.GetComponent <Text>(); buttonText.text = currEnemy.name; button.enemyPrefab = obj; newButton.transform.SetParent(enemySelectPanel.transform.GetChild(0).transform); } } }
public void EnemyButtons() // Spawns all Enemy Buttons for player to target enemys with { foreach (GameObject enemy in EnemiesInBattle) { GameObject newButton = Instantiate(enemyButton); newButton.transform.SetParent(targetSpacer); newButton.transform.localScale = new Vector3(1f, 1f, 1f); EnemySelectButton button = newButton.GetComponent <EnemySelectButton>(); EnemyState currentEnemy = enemy.GetComponent <EnemyState>(); Text buttonText = newButton.transform.Find("Text").gameObject.GetComponent <Text>(); buttonText.text = currentEnemy.enemy.theName; button.EnemyPrefab = enemy; targetButtons.Add(newButton); } }
public void EnemyButtons() { //Create buttons foreach (GameObject enemy in EnemysInBattle) { GameObject newButton = Instantiate(enemyButton) as GameObject; EnemySelectButton button = newButton.GetComponent <EnemySelectButton>(); EnemyStateMachine cur_enemy = enemy.GetComponent <EnemyStateMachine> (); Text buttonText = newButton.transform.FindChild("Text").gameObject.GetComponent <Text>(); buttonText.text = cur_enemy.EnemyStats.theName; button.EnemyPrefab = enemy; newButton.transform.SetParent(Spacer, false); enemyBtn = newButton; } }
public GameObject AddEnemyButton(int enemyID) { GameObject button = Instantiate(buttonPrefab_enemy, layout_enemy); EnemySelectButton tsb = button.GetComponent <EnemySelectButton>(); tsb.SetID(enemyID); tsb.button.onClick.AddListener( delegate { SelectEnemy(tsb); } ); tsb.index = buttonList_enemy.Count; tsb.SetSelected(selected_enemy == tsb.index); buttonList_enemy.Add(tsb); return(button); }
private void CreateEnemyButtons() { if (_enemyButtons.Count > 0) { _enemyButtons.ForEach(Destroy); _enemyButtons.Clear(); } enemiesInBattle.Where(enemy => enemy.GetComponent <EnemyStateMachine>().alive).ToList().ForEach(enemy => { GameObject newButton = Instantiate(targetButtonPrefab, _enemiesSpacer, false); EnemyStateMachine currentEnemy = enemy.GetComponent <EnemyStateMachine>(); newButton.transform.Find("Text").GetComponent <Text>().text = currentEnemy.enemy.Name; EnemySelectButton enemyButton = newButton.GetComponent <EnemySelectButton>(); enemyButton.EnemyGameObject = enemy; _enemyButtons.Add(newButton); }); }
void EnemyButtons() { foreach (GameObject enemy in EnemiesInBattle) { GameObject NewButton = Instantiate(EnemyButton) as GameObject; EnemySelectButton Button = NewButton.GetComponent <EnemySelectButton>(); EnemyStateMachine cur_enemy = enemy.GetComponent <EnemyStateMachine>(); Text ButtonText = NewButton.GetComponentInChildren <Text>(); ButtonText.text = cur_enemy.enemy.name; Button.EnemyPrefab = enemy; NewButton.transform.SetParent(Spacer); } }
//button hien thi ten enemy de thuc hien chon lua void EnemyButtons() { //duyet list mosnter co trong battle foreach (GameObject monster in MonsterInBattle) { //tao 1 button GameObject newButton = Instantiate(enemyButton) as GameObject; //get component enemyselectbutton cua newButton EnemySelectButton button = newButton.GetComponent <EnemySelectButton>(); //get MSM cua phan tu trong list MonsterStateMachine current_monster = monster.GetComponent <MonsterStateMachine>(); //get text cua new button Text buttonText = newButton.transform.Find("Text").gameObject.GetComponent <Text>(); //set text la ten cua phan tu monster hien tai buttonText.text = current_monster.monster.name; button.enemyPrefabs = monster; newButton.transform.SetParent(spacer, false); } }
public void EnemyButtons() { //clean up foreach (GameObject enemyBtn in enemyBtns) { enemyBtn.SetActive(false); Destroy(enemyBtn); } enemyBtns.Clear(); //create buttons foreach (GameObject enemy in EnemyInBattle) { GameObject newButton = Instantiate(enemyButton) as GameObject; EnemySelectButton button = newButton.GetComponent <EnemySelectButton>(); EnemyStateMachine cur_enemy = enemy.GetComponent <EnemyStateMachine>(); Text buttonText = newButton.GetComponentInChildren <Text>(); buttonText.text = cur_enemy.nameEntity; button.EnemyPrefab = enemy; newButton.transform.SetParent(Spacer, false); enemyBtns.Add(newButton); } }
/// <summary> /// Creates a button for every enemy in battle. /// </summary> public void EnemyButtons() { foreach (GameObject button in enemiesButtons) { Destroy(button); } enemiesButtons.Clear(); foreach (GameObject enemy in enemiesInBattle) { GameObject newButton = Instantiate(enemyButton) as GameObject; EnemySelectButton button = newButton.GetComponent <EnemySelectButton>(); EnemyStateMachine curr_ESM = enemy.GetComponent <EnemyStateMachine>(); Text buttonText = newButton.GetComponentInChildren <Text>(); buttonText.text = enemy.GetComponent <BaseEnemy>().stats.myName; button.enemyPrefab = enemy; newButton.transform.SetParent(enemySpacer); enemiesButtons.Add(newButton); } }