// clears the party and loads a new random party. public void generateParty(oldGrid _g, GameObject _player, int _num) { // start from scratch // TODO: Cleanup/reset charList.Clear(); // prep the name list loadNames(); // create character for (int i = 0; i < _num; i++) { // make a character oldCharacter temp = new oldCharacter(); // give it stats temp.initializeRandom(); // put it somewhere temp.worldPos = _g.getRandomTilePos(); // give it a mesh GameObject newP = Instantiate(_player, temp.worldPos, Quaternion.identity); // give it a name newP.name = getRandomName(); // assign relations newP.GetComponent <oldCharacter>().initializeCopy(temp); newP.GetComponent <oldCharacter>().setCharMesh(newP); newP.transform.SetParent(this.transform); // put it in the list charList.Add(newP.GetComponent <oldCharacter>()); } // initiative // TODO: abstract charList.Sort(SortBySpeed); }
void Start() { // Required components partyObj = GetComponent <Party>(); gridObj = GetComponent <oldGrid>(); shoulderCam = GetComponent <shoulderCamScript>(); godCam = GetComponent <godCamScript>(); godCam.cam = mainCamera; godCam.cam.transform.Rotate(new Vector3(45, 0, 0)); shoulderCam.cam = mainCamera; }