// UI codes which should not be here // public GameObject Enemy_info_HUD; //public GameObject Char_detailed_info_hud; // Text _enemy_name; //Text _char_detail_info; // Use this for initialization void Start() { _fire_cd = fire_cd; map_ctr = map_tiles.GetComponent <Map_Control>(); turn_ctr = turn_control.GetComponent <Turn_Control>(); KeyValuePair <float, float> XYpos = new KeyValuePair <float, float>(currentPos % map_ctr.map_size, currentPos / map_ctr.map_size); transform.position = new Vector3(-5f + XYpos.Key * 0.5f + XYpos.Value * 0.5f, 0 + XYpos.Key * (0.25f) + XYpos.Value * (-0.25f), 0 + XYpos.Key * (0.01f) + XYpos.Value * (-0.01f)); //GameObject IngameUI = turn_ctr.UI.gameObject; //GameObject MoveOver_Char_info = IngameUI.gameObject.transform.FindChild // GameObject selected_Enemy_name = Enemy_info_HUD.transform.Find("Enemy_avatar_back/Text").gameObject; // _enemy_name = selected_Enemy_name.GetComponent<Text>(); // Enemy_info_HUD.SetActive(false); //GameObject Mouse_over_Char_name = Char_detailed_info_hud.transform.Find("Char_avatar_back/Text").gameObject; //_char_detail_info = Mouse_over_Char_name.GetComponent<Text>(); //Char_detailed_info_hud.SetActive(false); UI_ctr = turn_control.GetComponent <Turn_Control>().UI.GetComponent <InGameUI>(); }
// Use this for initialization void Start() { DialogueManager.gameObject.SetActive(true); dm = DialogueManager.GetComponent <DialogueManager>(); mc = MapController.GetComponent <Map_Control>(); tc = TurnController.GetComponent <Turn_Control>(); ui = InGameUI.GetComponent <InGameUI>(); prev_turn_count = 1; curt_turn_count = mc.turn_count; //if (Level == 1) //{ // InGameHUD = InGameUI.transform.GetChild(4).gameObject; // InGameHUD.transform.GetChild(0).gameObject.SetActive(false); // InGameHUD.transform.GetChild(1).gameObject.SetActive(false); // InGameHUD.transform.GetChild(2).gameObject.SetActive(false); //} }
List <int> enemyBlockPos = new List <int>(); //for exit // Use this for initialization void Awake() { map = Instantiate(map_prefab); UI = Instantiate(UI_prefab); Turn = Instantiate(Turn_prefab); WLcheck = Instantiate(WLcheck_prefab); _rdsGeneEnemy = rdsGeneEnemy; //LevelManager = Instantiate(LevelManager_prefab); //Dialogue = Instantiate(Dialogue_prefab); //Dialogue.transform.SetParent(UI.transform); //Dialogue.GetComponent<RectTransform>().anchoredPosition = new Vector2(0, 0); //Debug.Log(UI.GetComponent<RectTransform>().rect); //Dialogue.transform.GetChild(0).gameObject.GetComponent<RectTransform>().rect.Set(0,0,UI.GetComponent<Rect>().width, //UI.GetComponent<Rect>().height); //for (int i = 0; i < Dialogue.transform.childCount;++i) //Dialogue.transform.GetChild(0).GetComponent<RectTransform>().sizeDelta = new Vector2(UI.GetComponent<RectTransform>().rect.width,UI.GetComponent<RectTransform>().rect.height); //Dialogue.transform.localScale = new Vector3(1, 1, 1); map_ctr = map.GetComponent <Map_Control>(); UI_ctr = UI.GetComponent <InGameUI>(); Turn_ctr = Turn.GetComponent <Turn_Control>(); WLcheck_ctr = WLcheck.GetComponent <WinLoseCheck>(); //level_ctr = LevelManager.GetComponent<LevelManager>(); //dialogue_ctr = Dialogue.GetComponent<DialogueManager>(); //director = timeline.GetComponent<PlayableDirector>(); //PlayableAsset playable = director.playableAsset; //TimelineAsset timelineAsset = (TimelineAsset)playable; //TrackAsset UItrack = timelineAsset.GetOutputTrack(6); //director.SetGenericBinding(UItrack, UI); //director.Play(); LevelStart(); UI.SetActive(false); }