// Use this for initialization void Start() { if(isPlayer) { playerAction = gameObject.GetComponent<PlayerCombatActions>(); } else { enemyAction = gameObject.GetComponent<EnemyCombatActions>(); } }
void InitialisePartyPanel() { memberStatus = new PartyMemberStatus[CombatManager.players.Count]; for(int i = 0; i < CombatManager.players.Count; i++) { Transform panel = Instantiate (partyMemberPanel, partyLayoutPanel.position, partyLayoutPanel.rotation) as Transform; panel.SetParent(partyLayoutPanel, true); memberStatus[i] = panel.gameObject.GetComponent<PartyMemberStatus>(); //Initialise the UI and player together <3 CombatManager.playerStats[i].SetPartyUI (memberStatus[i]); memberStatus[i].InitialiseStats(); //The combat screen should appear combatScreenFadeIn = true; } //Find the main Player for(int i = 0; i < CombatManager.playerStats.Count; i++) { if(CombatManager.playerStats[i].isMain == true) { mainPlayerScript = CombatManager.players[i].GetComponent<PlayerCombatActions>(); UpdateActionInfo(); break; } } initialPlayerAP = (float)mainPlayerScript.combatStats.stat.actionPoints / (float)mainPlayerScript.combatStats.stat.actionPointMax; UpdateAPBar (); //print ("Success"); //print (CombatManager.playerStats.Count); }