/// <summary> /// Initializing Constructor for Dynamic Objects /// </summary> private void Initialize() { turnController = FindObjectOfType <TurnBaseController>(); ManagerCharSelectLogic = GetComponentInParent <CharacterSelectLogic>(); // tambah efath ManagerPointManager = FindObjectOfType <PointManager>(); ManagerStrategyUI = FindObjectOfType <StrategyModeUI>(); dir = this.gameObject.GetComponent <DirectionControl>(); }
private void Awake() { if (instace == null) { instace = this; DontDestroyOnLoad(gameObject); } else { Destroy(gameObject); } }
private void Initialize() { stateMachine = new StateMachine <CharacterSelectLogic>(this); ManagerTurnController = FindObjectOfType <TurnBaseController>(); #region AssignSwitch Character Buttons switchCharacters[(int)character.FirstCharacter].onClick.AddListener(delegate { FirstChar(); }); switchCharacters[(int)character.SecondCharacter].onClick.AddListener(delegate { SecondChar(); }); switchCharacters[(int)character.ThirdCharacter].onClick.AddListener(delegate { ThirdChar(); }); switchCharacters[(int)character.FourthCharacter].onClick.AddListener(delegate { FourthChar(); }); #endregion return; }
// Use this for initialization void Start() { ManagerCharSelectLogic = FindObjectOfType <CharacterSelectLogic>(); ManagerDirectionControl = FindObjectOfType <DirectionControl>(); ManagerTurnControl = FindObjectOfType <TurnBaseController>(); }
// Use this for initialization void Start() { TurnManager = FindObjectOfType <TurnBaseController>(); }
void InitConstructor() { ManagerTurnBase = FindObjectOfType <TurnBaseController>(); ManagerPoint = FindObjectOfType <PointManager>(); ManagerCharSelectLogic = FindObjectOfType <CharacterSelectLogic>(); }
// Start is called before the first frame update void Start() { //DontDestroyOnLoad(gameObject); TurnBaseController = new TurnBaseController(); StartCoroutine(DelayFuc(() => { SendMessage("GameInited"); InitGame(); }, 0.2f)); }