// Use this for initialization void Start() { controller = GameObject.Find("WSController").GetComponent <WSController>(); uiHandler = controller.GetComponent <WSUIHandler>(); unitOrWeapon = transform.FindChild("UnitOrWeapon").GetComponent <SpriteRenderer>(); unitOrWeaponBorder = transform.FindChild("UnitOrWeaponBorder").GetComponent <SpriteRenderer>(); }
void Start() { uiHandler = GameObject.Find("WSController").GetComponent <WSUIHandler>(); spriteContainerTransform = transform.FindChild("SpriteHolder"); UnitBackground = spriteContainerTransform.FindChild("Background").GetComponent <SpriteRenderer>(); UnitBorder = spriteContainerTransform.FindChild("Border").GetComponent <SpriteRenderer>(); UnitBorder.color = Config.Palette.border; BaseTypeSprite = spriteContainerTransform.FindChild("Base Type").GetComponent <SpriteRenderer>(); BaseTypeSprite.color = Config.Palette.unitIconFill; BaseTypeBorder = BaseTypeSprite.transform.FindChild("Base Type Border").GetComponent <SpriteRenderer>(); BaseTypeBorder.color = Config.Palette.border; WeaponSprite = spriteContainerTransform.FindChild("Weapon").GetComponent <SpriteRenderer>(); WeaponSprite.color = Config.Palette.unitIconFill; WeaponSpriteBorder = WeaponSprite.transform.FindChild("Weapon Border").GetComponent <SpriteRenderer>(); WeaponSpriteBorder.color = Config.Palette.border; initialized = true; UnitType = _unitType; WeaponType = _weaponType; PlayerOwner = _playerOwner; VisiblePosition = _visiblePosition; Active = _active; LitBorder = _litBorder; }
void Start() { //Netcode and playerdirectory Vaults.wsUnitList = new List <WSUnitDescriptor>(); netPlayersInVault = new List <int>(); GameObject matchControllerObject = GameObject.Find("MatchController"); if (matchControllerObject != null) { matchController = matchControllerObject.GetComponent <Deft.Netcode.MatchController>(); } if (matchController != null) { playerDirectory = new Dictionary <int, PlayerType>(); foreach (int player in matchController.netRepPlayers.Keys) { if (matchController.whoAmI == player) { playerDirectory.Add(player, PlayerType.Local); } else { playerDirectory.Add(player, PlayerType.Online); } } } else if (Vaults.playerDirectory != null) { playerDirectory = Vaults.playerDirectory; } else { playerDirectory = new Dictionary <int, PlayerType>(); playerDirectory.Add(1, PlayerType.Local); playerDirectory.Add(2, PlayerType.AI); } //Variable instantiation uiHandler = GetComponent <WSUIHandler>(); _hexGrid = new Dictionary <Vector2, WSHexManager>(); _units = new Dictionary <int, List <WSUnitManager> >(); //Load inert hexgrid for visual aid to players LoadGrid(); uiHandler.Initialize(); //Choose the player whose turn it is if (matchController != null) { activePlayer = matchController.whoAmI; if (activePlayer == 2) // Have the turn button show correctly in network mode { UnityEngine.UI.ColorBlock colorBlock = UnityEngine.UI.ColorBlock.defaultColorBlock; colorBlock.normalColor = Config.Palette.PlayerColor(2); playerTurnDisplay.colors = colorBlock; playerTurnDisplay.transform.FindChild("PlayerTurnText").GetComponent <UnityEngine.UI.Text>().text = "Player 2 Turn"; } } else { activePlayer = 1; } draftPhase = 1; //Load units to have weapons and base types modified by players _units[1] = new List <WSUnitManager>(); _units[2] = new List <WSUnitManager>(); LoadUnitPositions(); EstablishDraftVisibility(activePlayer); uiHandler.CenterCameraOnUnits(activePlayer); SelectedUnitIter = 0; }