Inheritance: UnityEngine.MonoBehaviour
Example #1
0
        public void Start()
        {
            foreach (Transform child in this.transform)
            {
                MonoBehaviour.Destroy(child.gameObject);
            }
            if (this.attributePanelUI == null)
            {
                GameObject tempObj = GameObject.FindGameObjectWithTag("AIAttributePanel");
                this.attributePanelUI = tempObj.GetComponent <AttributePanelUI>();
                if (this.attributePanelUI == null)
                {
                    Debug.LogError("Something is wrong. Please check.");
                }
            }

            //this.levelTier = MonoBehaviour.Instantiate(this.customFieldPrefab) as GameObject;
            //Text title = this.levelTier.GetComponent<Text>();
            //title.text = "Level Tier";
            //InputField inputField = this.levelTier.GetComponent<InputField>();
            //inputField.text = "1";
            //this.levelTier.transform.SetParent(this.transform);
            foreach (Category cat in Category.Values)
            {
                GameObject temp = MonoBehaviour.Instantiate(this.customFieldPrefab) as GameObject;
                Text       text = temp.GetComponentInChildren <Text>();
                if (text != null)
                {
                    text.text = cat.name;
                }
                InputField field = temp.GetComponentInChildren <InputField>();
                if (field != null)
                {
                    field.text = cat.name;
                }
                temp.transform.SetParent(this.transform);
                RectTransform tempRect = temp.GetComponent <RectTransform>();
                if (tempRect != null)
                {
                    tempRect.localScale = Vector3.one;
                }
            }

            LevelRateHandler aiRateHandler = this.attributePanelUI.levelingRatesObject;

            if (aiRateHandler != null && aiRateHandler.allAttributes != null)
            {
            }
        }
        public void Start()
        {
            foreach (Transform child in this.transform) {
                MonoBehaviour.Destroy(child.gameObject);
            }
            if (this.attributePanelUI == null) {
                GameObject tempObj = GameObject.FindGameObjectWithTag("AIAttributePanel");
                this.attributePanelUI = tempObj.GetComponent<AttributePanelUI>();
                if (this.attributePanelUI == null) {
                    Debug.LogError("Something is wrong. Please check.");
                }
            }

            //this.levelTier = MonoBehaviour.Instantiate(this.customFieldPrefab) as GameObject;
            //Text title = this.levelTier.GetComponent<Text>();
            //title.text = "Level Tier";
            //InputField inputField = this.levelTier.GetComponent<InputField>();
            //inputField.text = "1";
            //this.levelTier.transform.SetParent(this.transform);
            foreach (Category cat in Category.Values) {
                GameObject temp = MonoBehaviour.Instantiate(this.customFieldPrefab) as GameObject;
                Text text = temp.GetComponentInChildren<Text>();
                if (text != null) {
                    text.text = cat.name;
                }
                InputField field = temp.GetComponentInChildren<InputField>();
                if (field != null) {
                    field.text = cat.name;
                }
                temp.transform.SetParent(this.transform);
                RectTransform tempRect = temp.GetComponent<RectTransform>();
                if (tempRect != null) {
                    tempRect.localScale = Vector3.one;
                }
            }

            LevelRateHandler aiRateHandler = this.attributePanelUI.levelingRatesObject;
            if (aiRateHandler != null && aiRateHandler.allAttributes != null) {

            }
        }
 public void Awake()
 {
     Debug.Log("Initializing AI attribute manager.");
     this.maxTiersLimit = Attributes.MAX_NUM_OF_LEVELS;
     this.tiers = new List<TierUpgrade>();
     for (int i = 0; i < this.maxTiersLimit; i++) {
         TierUpgrade tier = new TierUpgrade();
         if (i == 0) {
             tier.level = i + 1;
             tier.health = 3f;
             tier.attack = 1f;
             tier.speed = 1.2f;
             tier.split = 2f;
             tier.merge = 2f;
             tier.attackCooldown = 3f;
         }
         else {
             TierUpgrade previous = this.tiers[i - 1];
             tier.level = i + 1;
             tier.health = previous.health * 2f;
             tier.attack = previous.attack * 1.2f;
             tier.speed = previous.speed * 1.2f;
             tier.split = previous.split * 2f;
             tier.merge = previous.merge * 2f;
             tier.attackCooldown = previous.attackCooldown;
         }
         this.tiers.Add(tier);
     }
     GameObject tempAttribute = GameObject.FindGameObjectWithTag("AIAttributePanel");
     if (tempAttribute != null) {
         this.attributePanelUI = tempAttribute.GetComponent<AttributePanelUI>();
         if (this.attributePanelUI == null) {
             Debug.LogError("Something is not right.");
         }
     }
     //If tempAttribute is null, then it means the game does not allow the player to do customizations.
     //This means, the only scenario that doesn't allow the player to make customizations would be in
     //the menu screen, where the AI players are duking out without player's interventions.
 }