private void InitWeaponInstances() { _weaponPlacementDictionary = new Dictionary <WeaponType, WeaponPlacement>(); WeaponKnife knife = Instantiate(_weaponList.GetWeaponList().Knife); knife.transform.parent = _rightHandSocket; knife.transform.localPosition = Vector3.zero; WeaponPlacement wk = new WeaponPlacement(_knifeSocket, knife); _weaponPlacementDictionary.Add(WeaponType.Knife, wk); WeaponPistol pistol = Instantiate(_weaponList.GetWeaponList().Pistol); pistol.transform.parent = _pistolSocket; pistol.transform.localPosition = Vector3.zero; pistol.transform.rotation = _pistolSocket.rotation; WeaponPlacement wp = new WeaponPlacement(_pistolSocket, pistol); _weaponPlacementDictionary.Add(WeaponType.Pistol, wp); WeaponRifle rifle = Instantiate(_weaponList.GetWeaponList().Rifle); rifle.transform.parent = _rifleSocket; rifle.transform.localPosition = Vector3.zero; rifle.transform.localRotation = _pistolSocket.rotation; WeaponPlacement wr = new WeaponPlacement(_rifleSocket, rifle); _weaponPlacementDictionary.Add(WeaponType.Rifle, wr); }
void Start() { map = Global.Instance.mapManager; map.Init("maps/test_map"); ui = GetComponent <UIManager>(); Unit.OnEnteredNewNode += UpdateVision; Unit.OnArrived += UnitArrived; InputManager.OnTabPressed += NextUnit; InputManager.OnActionStart += StartOrder; InputManager.OnActionEnd += EndOrder; ui.InitUI(); //canvas = GameObject.Find("ButtonCanvas"); Global.Instance.SetMapBounds(new Vector2(0 - map.tileSize / 2, 0 - map.tileSize / 2), new Vector2(map.levelWidth * map.tileSize + map.tileSize / 2, map.levelHeight * map.tileSize + map.tileSize / 2)); weapons = WeaponList.GetWeaponList("common/weapon_items"); DeployArmies(); UpdateVision(); Global.Instance.cam.ScrollTo(player.soldierObjects[selectedSoldier].transform.position); SoldierSelected(0); }