// Start is called before the first frame update void Start() { AllActionInfo allActionInfoList = JsonUtility.FromJson <AllActionInfo>(jsonFile.text); //actionDictionary = actionInfoList.ToDictionary(x => x.actionId, x => x); foreach (var actionInfo in allActionInfoList.abilityInfos) { if (actionInfo.actionId == "Attack") { GameObject button = Instantiate(buttonPrefab, buttonsParent); ActionButton actionButton = button.GetComponent <ActionButton>(); actionButton.Init(actionInfo); break; } } foreach (var actionInfo in allActionInfoList.topBattleInfos) { if (actionInfo.actionId == "back") { continue; } GameObject button = Instantiate(buttonPrefab, buttonsParent); ActionButton actionButton = button.GetComponent <ActionButton>(); actionButton.Init(actionInfo); actionButtonDictionary[actionInfo.actionId] = actionButton; } }
//creates a button for a player to use an action and ass it to the action button list private void CreateActionButton(Vector3 position, string buttonName, BattleActions buttonAction, BaseChampion championSelected) { GameObject newButtonObject = Instantiate(GameManager._prefabs.actionButtonPrefab, position, Quaternion.identity); ActionButton newButton = newButtonObject.GetComponent <ActionButton>(); newButton.Init(buttonName, buttonAction, championSelected); actionButtons.Add(newButton); }
// Start is called before the first frame update void Start() { AllActionInfo allActionInfoList = JsonUtility.FromJson <AllActionInfo>(jsonFile.text); abilityDict = allActionInfoList.abilityInfos.ToDictionary(x => x.actionId, x => x); //this might change for each battle foreach (var actionInfo in allActionInfoList.abilityInfos) { if (actionInfo.actionId == "Attack") { continue; } GameObject button = Instantiate(buttonPrefab, buttonsParent); ActionButton actionButton = button.GetComponent <ActionButton>(); actionButton.Init(actionInfo); abilityButtons[actionInfo.actionId] = actionButton; button.SetActive(false); abilityLevel[actionInfo.actionId] = -1; //test //if(actionInfo.actionId == "Focus" || actionInfo.actionId == "Tiny Tornado" || actionInfo.actionId == "Heat Breath") //{ // abilityLevel[actionInfo.actionId] = 0; //} abilityExp[actionInfo.actionId] = 0; } foreach (var actionInfo in allActionInfoList.topBattleInfos) { if (actionInfo.actionId == "back") { GameObject button = Instantiate(buttonPrefab, buttonsParent); ActionButton actionButton = button.GetComponent <ActionButton>(); actionButton.Init(actionInfo); abilityButtons[actionInfo.actionId] = actionButton; } } }