public void FillDelegates()
    {
        HealthLevels.Instance.SetEnemyHealth(200);
        HealthLevels.Instance.CombatEndVictoryCall += Victory;
        HealthLevels.Instance.CombatEndDefeatCall  += Defeat;

        CombatOverCall += RefreshCombat;
    }
 public void ClearDelegates()
 {
     CombatInfoCall     = null;
     AnimationSpeedCall = null;
     BeatTrackNoteCall  = null;
     AdvanceIndexCall   = null;
     NoMoreBeatsCall    = null;
     CombatOverCall     = null;
 }
Exemple #3
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 void Start()
 {
     //Initialize the scripts
     _player     = GameObject.Find("Player").GetComponent <PlayerTurn>();
     _generator  = gameObject.GetComponent <CombatGenerator>();
     _combatOver = GameObject.Find("EndCanvas").GetComponent <CombatOver>();
     //Initialize the _enemy script by picking one from the _generator script
     for (int i = 1; i < _generator._sortedInit.Count; i++)
     {
         if (_generator._sortedInit[i]._charName != "Player")
         {
             _enemy = _generator._sortedInit[i]._go.GetComponent <EnemyScript>();
         }
     }
     //Begin the turn
     ActivateGO();
 }
Exemple #4
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 void Awake()
 {
     //Find and allocate the referenced objects and scripts in the scene
     _muzzleFlash   = gameObject.GetComponentInChildren <MuzzleFlash>();
     _midPoint      = GameObject.Find("MidPoint");
     _anim          = gameObject.GetComponent <Animator>();
     _agent         = gameObject.GetComponent <NavMeshAgent>();
     _obstacle      = gameObject.GetComponent <NavMeshObstacle>();
     _combatUI      = GameObject.Find("_combatMan").GetComponent <CombatUI>();
     _calcDam       = GameObject.Find("_combatMan").GetComponent <CalculateDamage>();
     _targetedEnemy = GameObject.Find("_combatMan").GetComponent <TargetedEnemy>();
     _moveIndicator = GameObject.Find("Player").GetComponent <MoveIndicator>();
     _playerTurnUI  = GameObject.Find("PlayerTurn");
     _cam           = GameObject.Find("_cameraParent").GetComponent <CameraController>();
     _combatOver    = GameObject.Find("EndCanvas").GetComponent <CombatOver>();
     _aux           = GameObject.Find("_combatMan").GetComponent <AuxilliaryPower>();
     //Determine player stats based off
     _ap = _CombatManager._maxAP;
     _combatUI.Initialize();
     //Prepare the elements used for navigation
     _mask = ~_mask;
     _path = new NavMeshPath();
     _aux.Initialize();
 }