public void Start() { EnemyParty.SpawnPartyMembers(); PlayerParty.SpawnPartyMembers(); // Find all the combatants and set them to be children of the Combat Manager. GameObject[] children = GameObject.FindGameObjectsWithTag("CombatantTag"); foreach (GameObject child in children) { child.transform.SetParent(transform); } panel = GameObject.FindObjectOfType <GUIPanel>(); rng = new System.Random(); combatants = GetComponentsInChildren <CombatController>().ToList(); combatants.Sort(new SortCombatantDescendant()); OnSetUpPlayers.Invoke(combatants); }
// Use this for initialization void Start() { // Populate Tile Grid. manager.tileGrid = new Tile[Constants.COMBAT_WIDTH, Constants.COMBAT_HEIGHT]; for (int x = 0; x < Constants.COMBAT_WIDTH; x++) { for (int y = 0; y < Constants.COMBAT_HEIGHT; y++) { GameObject newTile = Instantiate(tilePrefab, new Vector3(x + y, x * 0.75f - y * 0.75f, 0), Quaternion.identity); SpriteRenderer rend = newTile.GetComponent <SpriteRenderer>(); rend.sortingOrder = y - x; Tile t = newTile.GetComponent <Tile>(); manager.tileGrid[x, y] = t; t.x = x; t.y = y; } } EnemyParty.SpawnPartyMembers(); PlayerParty.SpawnPartyMembers(); manager.combatants.Sort(new SortCombatants()); }