// 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); }
// 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(); }