// Start is called before the first frame update void Start() { turnOrder = GameObject.Find("Tic Tac Toe/Change Turn Order Button").GetComponent <TurnOrderManager>(); gameEndingText = GameObject.Find("Tic Tac Toe/Game Ending Text").GetComponent <Text>(); GameEnded = false; GameStarted = false; XTurn = true; }
private void Awake() { TurnOrderManager[] TOMs = FindObjectsOfType <TurnOrderManager>(); if (TOMs.Length > 1) { Destroy(gameObject); } Singleton = this; DontDestroyOnLoad(gameObject); }
void Start() { Debug.Log("running start of CharacterManager for " + this.name); // // FINDING COMPONENTS // // find enemy EnemyController enemyController = GetComponent <EnemyController>(); // find player PlayerController playerController = GetComponent <PlayerController>(); // find character health characterHealth = transform.Find("Canvas/Health").GetComponent <HealthManager>(); if (characterHealth != null) { Debug.Log("should have found health text for " + this.name); } // find turn order manager turnOrderManager = GameObject.Find("TurnOrderManager").GetComponent <TurnOrderManager>(); // // SET STATS // // health characterHealthMax = Mathf.RoundToInt(characterBaseHealth + (characterCon * 2)); // find character level // player level is currently setup through // player prefs. don't need to keep enemy // levels saved there. // characterLevelText = transform.Find("Canvas/Level").GetComponent<Text>(); // add generic armor // for player and enemy Armor equippedHelm = transform.Find("Equipped/Helm").GetComponent <Armor>(); Armor equippedShoulders = transform.Find("Equipped/Shoulders").GetComponent <Armor>(); Armor equippedChestplate = transform.Find("Equipped/Chestplate").GetComponent <Armor>(); Armor equippedBelt = transform.Find("Equipped/Belt").GetComponent <Armor>(); Armor equippedBracers = transform.Find("Equipped/Bracers").GetComponent <Armor>(); Armor equippedGloves = transform.Find("Equipped/Gloves").GetComponent <Armor>(); Armor equippedLegs = transform.Find("Equipped/Legs").GetComponent <Armor>(); Armor equippedBoots = transform.Find("Equipped/Boots").GetComponent <Armor>(); // add generic weapon // for player and enemy if (this.tag == "Enemy Ally") { weaponEquipped = enemyController.SetStartingWeapon(); equippedHelm = enemyController.SetHelm(); equippedShoulders = enemyController.SetShoulders(); equippedChestplate = enemyController.SetChestplate(); equippedBelt = enemyController.SetBelt(); equippedBracers = enemyController.SetBracers(); equippedGloves = enemyController.SetGloves(); equippedLegs = enemyController.SetLegs(); equippedBoots = enemyController.SetBoots(); } else { weaponEquipped = transform.Find("Equipped/Weapon").GetComponent <Weapon>(); playerController.PPSetWeapon(weaponEquipped); playerController.PPSetArmor(equippedHelm); playerController.PPSetArmor(equippedShoulders); playerController.PPSetArmor(equippedChestplate); playerController.PPSetArmor(equippedBelt); playerController.PPSetArmor(equippedBracers); playerController.PPSetArmor(equippedGloves); playerController.PPSetArmor(equippedLegs); playerController.PPSetArmor(equippedBoots); } // add equipped item stats to character stats AddWeaponStats(weaponEquipped); AddArmorStats(equippedHelm); AddArmorStats(equippedShoulders); AddArmorStats(equippedChestplate); AddArmorStats(equippedBelt); AddArmorStats(equippedBracers); AddArmorStats(equippedGloves); AddArmorStats(equippedLegs); AddArmorStats(equippedBoots); // possible future addition.. // add enemy inventory for potions, etc. // reset character health(s) characterHealth.Reset(this.name); }