private void Start() { _manager = FindObjectOfType <BattleController>(); _manager.AddPlayer(gameObject); _phy = gameObject.GetComponent <CustomPhysics>(); _col = gameObject.GetComponent <SphereCollider>(); _normalState = new NormalState(_speed, _maxVel, _rotateSpeed, _mesh); _boostingState = new BoostingState(_boostTime, _boostMaxSpeed, _mesh); _runPUState = new RunPowerUpState(_runPUTime, _speed * _runPUSpeedMultiplier, _rotateSpeed, _mesh); _currentState = _normalState; _currentPowerUp = new NoPowerUp(); }
public void StartBattle() { for (int i = 0; i < enemiesSelected.Count; i++) { enemies.AddEnemy(container.enemies[enemiesSelected[i] - 1]); enemies.enemies[i].GetComponent <Stats>().BeginBattle(); enemies.enemies[i].GetComponent <Stats>().SetInitiatives(true); enemies.enemies[i].GetComponent <Stats>().ReStartHPandMP(); battle.bInput.names[i].text = enemies.enemies[i].name; } for (int i = 0; i < numberAllies + 1; i++) { battle.AddPlayer(container.allies[i]); battle.players[i].GetComponent <Stats>().BeginBattle(); battle.players[i].GetComponent <Stats>().SetInitiatives(true); battle.players[i].GetComponent <Stats>().ReStartHPandMP(); } battle.bInput.UpdateHPMP(); CharSel.SetActive(false); Combat.SetActive(true); battle.enabled = true; }