// Use this for initialization void Start() { playerTurn = 1; hub = GameObject.FindObjectOfType <HUB>(); turnDisplay = GameObject.Find("TurnDisplay"); }
// Use this for initialization void Start() { hub = GameObject.FindObjectOfType <HUB>(); menuItems = new ArrayList(); selectedItem = 0; canMove = false; }
// Use this for initialization void Start() { canMove = false; hub = GameObject.FindObjectOfType <HUB>(); characterObjects = Resources.LoadAll("Prefab/Characters/Units"); characters = new Character[characterObjects.Length]; //set the character array to the same size as the number of objects for (int i = 0; i < characterObjects.Length; i++) { GameObject obj = GameObject.Instantiate((GameObject)characterObjects[i]); characters[i] = obj.GetComponent <Character>(); characters[i].runStart(); //to get values specified in the "start" function GameObject.Destroy(obj); } index = 0; startList = 0; endList = 5; summonOptions = new List <SummonOption>(); for (int i = 0; i < characters.Length; i++) { //summonOptions.Add(new SummonOption()); summonOptions.Add(((GameObject)(GameObject.Instantiate(Resources.Load("Prefab/SummonMenu/SummonMenuOption")))).GetComponent <SummonOption>()); summonOptions[i].c = characters[i]; // ((GameObject)characters[i]).GetComponent<Character>(); summonOptions[i].Start(); } }
// Use this for initialization protected virtual void Start() { if (maxHp == 0) { maxHp = 1; hp = 1; } zeal = 0; hp = maxHp; canMove = true; hub = FindObjectOfType <HUB>(); spacer = hub.cursor.spacer; iconPath = "Icons/" + name + "Icon"; }
// Use this for initialization void Start() { hub = GameObject.FindObjectOfType <HUB>(); size = transform.localScale.x; spacer = size / 1.5f; //we do not start with a character started selectedCharacter = null; canSelect = true; cursorCanMove = true; turn = FindObjectOfType <Turns>(); maxX = spacer * (hub.mapGenerator.boundsX - 1); maxY = spacer * (hub.mapGenerator.boundsY - 1); summoning = false; attacking = false; }
// Use this for initialization void Start() { hub = GameObject.FindObjectOfType <HUB>(); sum1 = ((GameObject)Instantiate(Resources.Load("Prefab/Characters/Summoner1"))); sum2 = ((GameObject)Instantiate(Resources.Load("Prefab/Characters/Summoner2"))); spacer = hub.cursor.size / 1.5f; //Eventually, I want to be able to pass in a string and have that string be built. So that I can have several pre-built maps that are set to this variable. string tempMap = "MMMGGGGGGGGGGGGGGGGGG MMMMGGGGGGGGGGGGGGGGG MMMMMGGGGGGGGGGGGGGGG MMMMGGGGGGGGGGGGGGGGG MMMGGGGGGGGGGGGGGGGGG GGGGGGGGGGGGGGGGGGGGG GGGGGGGWWGGGGGGGGGGGG GGGGGGGGWWGGGGGGGGGGG GGGGGGGGGWWGGGGGGGGGG GGGGGGGGGGWWWWGGGGGGG GGGGGGGGGWWWWWGGGGGGG GGGGGGGGGGGGGWGGGGGGG GGGGGGGGGGGGGGWGGGGGG GGGGGGGGGGGGGGGGGGGGG GGGGGGGGGGGGGGGGGGGGG GGGGGGGGGGGGGGGGGGGGG GGGGGGGGGGGGGGGGGGGGG GGGGGGGGGGWWWWWWGGGGG GGGGGGGGGGWWWWWWGGGGG GGGGGGGGGGWWWWWWGGGGG"; string[] n = tempMap.Split(" "[0]); boundsY = n.Length; boundsX = n[0].Length; MakeMap(n); SpawnItems(n); }
// Use this for initialization void Start() { hub = FindObjectOfType <HUB>(); }
void Awake() { S = this; }
void Awake() { hub = FindObjectOfType <HUB>(); }