public override void DoBeforeEntering() { BattleUIUtils.InstantiateBattleUI(); //ensure that the sub panels are not enabled at the start of battle BattleUIUtils.SetEffectSubPanelsToOff(); BattleUIUtils.ToggleTurnsBtn(); }
public override void DoBeforeLeaving() { DestroyBattleUI(); DestroyEnemyGroup(); BattleUIUtils.ToggleTurnsBtn(); /*GameObject[] markers = GameObject.FindGameObjectsWithTag("PositionMarker"); * MarkerMoniter t; * foreach(GameObject mark in markers) * { * t = mark.GetComponent<MarkerMoniter>(); * if(t.MoniterFor == null) * { * GameObject.Destroy(mark); * Debug.Log("Marker Destroyed"); * } * }*/ }
private void Start() { // get the transform of the main camera if (Camera.main != null) { m_Cam = Camera.main.transform; } else { Debug.LogWarning( "Warning: no main camera found. Third person character needs a Camera tagged \"MainCamera\", for camera-relative controls."); // we use self-relative controls in this case, which probably isn't what the user wants, but hey, we warned them! } // get the third person character ( this should never be null due to require component ) m_Character = GetComponent <ThirdPersonCharacter>(); MakeFSM(); BattleUIUtils.ToggleTurnsBtn(); }
public override void DoBeforeEntering() { BattleUIUtils.ToggleTurnsBtn(); }