private void Start() { rosta = GameObject.Find("PlayerData" + "(Clone)").GetComponent <RostaInfo>(); StartCoroutine(WaitAndShowStats()); equipPanel = itemInformationPanel.GetComponent <EquipmentInfoPanel>(); highlights = new GameObject[] { mainHandSlotHighlight, offHandSlotHighlight, armourSlotHighlight, accessory1SlotHighlight, accessory2SlotHighlight }; }
void Awake() { if (GameObject.Find("EncounterManager") != null) { encounterManager = GameObject.Find("EncounterManager").GetComponent <EncounterManager>(); } if (GameObject.Find("PlayerData" + "(Clone)") != null) { rosta = GameObject.Find("PlayerData" + "(Clone)").GetComponent <RostaInfo>(); } else { rosta = Instantiate(playerData).GetComponent <RostaInfo>(); //assign the rest of the rosta after. for (int n = (numberOfStartingUnits); n > 0; n--) { UnitInfo unit = new UnitInfo(); AssignStats(unit); rosta.castle.Add(unit); } //Build the intial inventory inventory = playerData.GetComponent <Inventory>(); InitializeInventory(); } }
IEnumerator WaitAndFindPlayerData() { //gammy way of doing this. Should set up a delegate on player data that announces when everything is in place. yield return(new WaitForSeconds(0.2f)); rosta = GameObject.Find("PlayerData" + "(Clone)").GetComponent <RostaInfo>(); yield break; }
public void GetReferences() { mapManager = GameObject.Find("MapManager").GetComponent <MapManager>(); if (mapManager == null) { Debug.LogError("Encounter couldn't get reference to map manager"); } rosta = GameObject.Find("PlayerData" + "(Clone)").GetComponent <RostaInfo>(); if (rosta == null) { Debug.LogError("Encounter could not find the player data"); } }
private void Start() { theCastle = GameObject.Find("The Castle").GetComponent <EncounterSite>(); rosta = GameObject.Find("PlayerData" + "(Clone)").GetComponent <RostaInfo>(); if (rosta == null) { Debug.LogError("Encounter could not find the player data"); } if (RostaInfo.currentEncounter != null) { if (RostaInfo.currentEncounter.completionState == Encounter.CompletionState.VICTORY) { MapUIManager.RequestAlert(RostaInfo.currentEncounter.victoryMapText, "Return"); RostaInfo.currentEncounter.selectedCompany.targetEncounter = null; RostaInfo.currentEncounter.site.encounter = null; RostaInfo.encounters.Remove(RostaInfo.currentEncounter); } else if (RostaInfo.currentEncounter.completionState == Encounter.CompletionState.DEFEAT) { MapUIManager.RequestAlert(RostaInfo.currentEncounter.defeatMapText, "Return"); RostaInfo.currentEncounter.selectedCompany.targetEncounter = null; RostaInfo.currentEncounter.selectedCompany = null; RostaInfo.currentEncounter.completionState = Encounter.CompletionState.UNASSIGNED; } } foreach (Encounter e in RostaInfo.encounters) { e.GetReferences(); e.runCompanySelectSetUp = false; e.site = GameObject.Find(e.site.SiteName).GetComponent <EncounterSite>(); e.site.encounter = e; e.site.ShowEncounter(); } for (int i = RostaInfo.companies.Count - 1; i >= 0; i--) { if (RostaInfo.companies[i].units.Count == 0) { RostaInfo.companies.RemoveAt(i); } else { RostaInfo.companies[i].CreateCompany(); } } date.text = ("Day " + RostaInfo.date); CheckForAvailableEncounters(); }
public override void GoToCompanySelect() { ConfirmationPopUp.onConfirm -= GoToCompanySelect; ConfirmationPopUp.onCancel -= CancelRally; origin = GameObject.Find("The Castle").transform; if (origin == null) { Debug.LogError("encounter can't find the castle"); } RostaInfo.CreateCompanyInfo(this, origin.gameObject, site.gameObject); RostaInfo.currentEncounter = this; base.GoToCompanySelect(); }
IEnumerator SetInfoPanels() { yield return(new WaitForSeconds(0.1f)); unitInfoPanels.Add(infoPanel1); unitInfoPanels[0].position = 0; unitInfoPanels.Add(infoPanel2); unitInfoPanels[1].position = 1; unitInfoPanels.Add(infoPanel3); unitInfoPanels[2].position = 2; unitInfoPanels.Add(infoPanel4); unitInfoPanels[3].position = 3; rosta = GameObject.Find("PlayerData" + "(Clone)").GetComponent <RostaInfo>(); CompanyInfo company = RostaInfo.currentEncounter.selectedCompany; int max = Math.Min(3, company.units.Count); for (int count = max; count >= 0; count--) { unitInfoPanels[count].SetUnit(company.units[count]); } yield break; }
private void Awake() { if (RostaInfo.encounter == true || encounterSettings == EncounterSettings.Test) { RostaInfo.encounter = true; rosta = GameObject.Find("PlayerData" + "(Clone)").GetComponent <RostaInfo>(); encounterManager = this; staticEncounterPanel = encounterEndPanel; staticEncounterEndtext = encounterEndtext; StartCoroutine(PositioningUnits()); } if (RostaInfo.currentEncounter == null) { Encounter encounter = new Reclaim(); encounter.permanent = true; //encounter.GetReferences(); //Will need to change this formula if I want to get 3 by 3 arenas, but for now we're just making arenasizes 4 (2 b 2) and 6 (2 b 3). encounter.arenaSize = (((int)UnityEngine.Random.Range(1, 3)) * 2) + 2; encounter.difficulty = UnityEngine.Random.Range(0, 2); encounter.enemyCompany = EncounterTable.CreateEnemyCompany(encounter); RostaInfo.currentEncounter = encounter; } }