// Start is called before the first frame update
    void Start()
    {
        //
        m_attackTime = 0.0f;
        //
        m_currentState = TurnState.PROCESSING;
        //m_aiState = AIState.RANDOM;
        //
        m_bsm         = GameObject.Find("BattleManager").GetComponent <BattleStateMachine1>();
        m_enemyObject = GameObject.Find("Enemy");
        m_startPos    = transform.position;
        //
        attack = new HandleTurn();
        //
        m_animationSpeed = 5.0f;

        //
        m_lowestHPA     = new ActionNode(lowestHP);
        m_lowestMPB     = new ActionNode(lowestMP);
        m_canHealC      = new ActionNode(canHeal);
        m_hasWeaknessD  = new ActionNode(hasWeaknesses);
        m_selectTargetE = new ActionNode(selectTarget);
        //
        m_currentMPA    = new ActionNode(currentMP);
        m_weaknessB     = new ActionNode(whatWeakness);
        m_powerAttackC  = new ActionNode(powerVHP);
        m_selectAttackD = new ActionNode(selectAttack);
        //
        List <Node> m_rootA = new List <Node>();

        m_rootA.Add(m_lowestHPA);
        m_rootA.Add(m_lowestMPB);
        m_rootA.Add(m_canHealC);
        m_rootA.Add(m_hasWeaknessD);
        m_rootA.Add(m_selectTargetE);

        //m_rootNode = new Selector(m_rootA);
        m_sequenceA = new Sequence(m_rootA);
        //
        List <Node> m_rootB = new List <Node>();

        m_rootB.Add(m_currentMPA);
        m_rootB.Add(m_weaknessB);
        m_rootB.Add(m_powerAttackC);
        m_rootB.Add(m_selectAttackD);

        m_sequenceB = new Sequence(m_rootB);
    }
Exemple #2
0
    // Start is called before the first frame update
    void Start()
    {
        // Find Spacer
        m_heroPanelSpacer = GameObject.Find("HeroPanelSpacer").transform;
        // Create panel with info
        createHeroPanel();

        //
        m_barScale = new Vector3();
        //
        m_turnBar.transform.localScale = new Vector3(0.0f, 1.0f, 1.0f);
        //
        m_bsm = GameObject.Find("BattleManager").GetComponent <BattleStateMachine1>();
        //
        m_startPos = transform.position;
        //
        m_currentState = TurnState.PROCESSING;
        //
        m_barSpeed = m_hero.m_agility / 10000;
        //
        setDT();
        //
        setBT();
    }