// Start is called before the first frame update void Start() { CardDatabase.LoadAllCards(); GearDatabase.LoadAllGear(); allTemplates = new List <EncounterTemplate>(Resources.LoadAll <EncounterTemplate>("EncounterTemplates")); GameplayContext.InDebugMode = false; heightOfLevels = MaxNodesPerLevel * paddingWithinLevel; ClearLevel(); if (GameplayContext.OverworldMap == null || GameplayContext.RequestReset) { GenerateMap(); SetPlayerAt(allLevels[0][0]); GameplayContext.OverworldMap = MapToAbstract(); GameplayContext.CurrentDifficulty = 2; //only set the first time GameplayContext.RequestReset = false; } else { AbstractToMap(GameplayContext.OverworldMap); } }
void Start() { CardDatabase.LoadAllCards(); GearDatabase.LoadAllGear(); if (GameplayContext.CurrentInventory is null || GameplayContext.RequestReset) { playerInventory = new InventoryCollection(); //two legs playerInventory.AddItem(GearDatabase.GetGearDataByID(0)); playerInventory.AddItem(GearDatabase.GetGearDataByID(0)); //two melee arm playerInventory.AddItem(GearDatabase.GetGearDataByID(1), 2); //two rifle arm playerInventory.AddItem(GearDatabase.GetGearDataByID(3), 2); GameplayContext.CurrentInventory = playerInventory; Debug.Log("made new inventory"); }
// Start is called before the first frame update void Start() { FXHelper.Initialize(); ColorUtility.TryParseHtmlString("#793434", out Color col); enemyHealthBar.Colour = col; stateStack = new Stack <GameState>(); stateStack.Push(GameState.PlayerIdle); if (worldGrid == null) { worldGrid = GameObject.FindObjectOfType <HexGrid>(); } worldGrid.GenerateMap(mapRadius); entFactory = EntityFactory.GetFactory; allEntities = new List <Entity>(); allEnemies = new List <Entity>(); enemiesWhoNeedTurns = new List <Entity>(); entitiesToClean = new List <Entity>(); if (GameplayContext.ChosenTemplate != null) { GenerateEncounter(GameplayContext.ChosenTemplate); } else { GenerateEncounter(defaultEncounterTemplate); } GameplayContext.InitializeForEncounter(this, player, worldGrid, interfaceManager); if (GameplayContext.CurrentLoadout != null) { basicDeck = GameplayContext.CurrentLoadout.ToDeckTemplate(); } else { //fudge a deck together so we can start on the combat scene without crashing CardDatabase.LoadAllCards(); basicDeck = new DeckTemplate(); basicDeck.AddCardID(CardDatabase.GetCardDataByName("Shoot").cardID, 6); basicDeck.AddCardID(CardDatabase.GetCardDataByName("Step").cardID, 4); } if (!GearDatabase.IsLoaded) { GearDatabase.LoadAllGear(); } drawPile = basicDeck.ConvertToDeck(); drawPile.PrintContents("drawpile"); allExistingCards = new List <Card>(); foreach (Card c in drawPile) { allExistingCards.Add(c); } discardPile = new Deck(); playerHand = new List <Card>(); drawPile.Shuffle(); energy = 5; if (!GameplayContext.InDebugMode) { GameObject endbutton = GameObject.Find("EndGameButton"); endbutton.SetActive(false); } Invoke("StartNewTurn", 0.2f); }