void Awake() { controlCoinGame = GetComponent <ControlCoinInGame>(); if (PlayerData.playerData == null) { print("Null"); } progCombat = PlayerData.playerData.progressionCombat; typeDiceMap = mediatorBoard.GetMapTypeRandom(); mediatorBoard.SetTypeLootMap(typeDiceMap); mediatorBoard.CreatePrincipalWay(progCombat.largeOfTheListRow, progCombat.largeOfTheListColumn); }
public void NewCombatTypeCharacter(Vector2 lastPosition, GameObject prefabEnemy, CharacterBoard characterBoardEnemy) { //instanciar combate en la zona que llega por referencia gameObjectCombatZone = Instantiate(instantiateCombatZone, new Vector3(lastPosition.x, 0, lastPosition.y), MediatorBoard.Mediator.GetRotationPlayer()); //cambiar la camara, animacion para mostrar la zona de combate GameObject goCamera = GameObject.Find("CameraCombatZone"); transformCameraCombat.transform.position = goCamera.transform.position; transformCameraCombat.transform.rotation = goCamera.transform.rotation; transformCameraCombat.SetActive(true); transformCameraMain.gameObject.SetActive(false); playableDirector.Play(); //para usar con el player goCamera.transform.localPosition = goCamera.transform.localPosition + new Vector3(correctionXEnemy, -0.7f, 0.91f); //instanciar el enemigo en la zona characterBoard = characterBoardEnemy; enemy = prefabEnemy;//Instantiate(characterBoard.prefabGameObject, goCamera.transform.position, MediatorBoard.Mediator.GetRotationPlayer()); enemy.transform.position = goCamera.transform.position; enemy.transform.rotation = MediatorBoard.Mediator.GetRotationPlayer(); //progcombat progressionCombat = MediatorBoard.Mediator.GetProgressionCombat(); //mover mi jugador a la zona, //MediatorBoard.Mediator.ChangePositionPlayerToCombat(new Vector3(lastPosition.x - correctionXEnemy, 0.65f, lastPosition.y)); //actualizar UI, tiempo, vida de enemigo animatorEnemy = enemy.GetComponent <Animator>(); StartDataEnemy((int)progressionCombat.GetStat(Stat.Health, characterBoard.GetCharacterClass(), levelEnemy), progressionCombat.GetStat(Stat.AttackSpeed, characterBoard.GetCharacterClass(), levelEnemy)); ///update life player //actualizar habilidades que puede tirar mi jugador, ui combat player StartDataCombatPlayer(); //empieza a correr el tiempo, empiezan a recargarse las habilidades isCombat = true; //empezar loop de combate GOUICombatSystem.SetActive(true); //update: ////enemigo tiene que mirar si puede atacar en el update (este), entonces empieza a atacar }