void Start() { map_ctr = map.GetComponent <Map_Control>(); Vector3 exit_tile_pos = map_ctr.map_tiles[currentPos].transform.position; transform.position = new Vector3(exit_tile_pos.x, exit_tile_pos.y + 0.5f, exit_tile_pos.z - 1.0f); }
// UI codes which should not be here // public GameObject Enemy_info_HUD; //public GameObject Char_detailed_info_hud; // Text _enemy_name; //Text _char_detail_info; // Use this for initialization void Start() { _fire_cd = fire_cd; map_ctr = map_tiles.GetComponent <Map_Control>(); turn_ctr = turn_control.GetComponent <Turn_Control>(); KeyValuePair <float, float> XYpos = new KeyValuePair <float, float>(currentPos % map_ctr.map_size, currentPos / map_ctr.map_size); transform.position = new Vector3(-5f + XYpos.Key * 0.5f + XYpos.Value * 0.5f, 0 + XYpos.Key * (0.25f) + XYpos.Value * (-0.25f), 0 + XYpos.Key * (0.01f) + XYpos.Value * (-0.01f)); //GameObject IngameUI = turn_ctr.UI.gameObject; //GameObject MoveOver_Char_info = IngameUI.gameObject.transform.FindChild // GameObject selected_Enemy_name = Enemy_info_HUD.transform.Find("Enemy_avatar_back/Text").gameObject; // _enemy_name = selected_Enemy_name.GetComponent<Text>(); // Enemy_info_HUD.SetActive(false); //GameObject Mouse_over_Char_name = Char_detailed_info_hud.transform.Find("Char_avatar_back/Text").gameObject; //_char_detail_info = Mouse_over_Char_name.GetComponent<Text>(); //Char_detailed_info_hud.SetActive(false); UI_ctr = turn_control.GetComponent <Turn_Control>().UI.GetComponent <InGameUI>(); }
// Use this for initialization void Start() { gameRound = "Player"; //debug Debug.Log("turn: " + gameRound); map_ctr = map.GetComponent <Map_Control>(); UI_ctr = UI.GetComponent <InGameUI>(); }
// Use this for initialization void Start() { GameObject controller = GameObject.Find("map_tiles"); //get reference of GameController mc = controller.GetComponent <Map_Control>(); //same as above mc.units_state[currentPos] = gameObject; mapInfo = mc.map_tiles; //get map info from GameController Vector3 xyPosition = mapInfo[currentPos].transform.position; transform.position = new Vector3(xyPosition.x, xyPosition.y + 0.6f, xyPosition.z - 1.0f); }
public void fire_move() { GameObject map = GameObject.Find("map_tiles"); mc = map.GetComponent <Map_Control>(); Vector3 xyPosition = mc.map_tiles[pos].transform.position; des = new Vector3(xyPosition.x, xyPosition.y + 0.7f, xyPosition.z - 1.0f); fire_moving = true; //iTween.MoveTo(gameObject, des, 2); }
// Use this for initialization void Start() { DialogueManager.gameObject.SetActive(true); dm = DialogueManager.GetComponent <DialogueManager>(); mc = MapController.GetComponent <Map_Control>(); tc = TurnController.GetComponent <Turn_Control>(); ui = InGameUI.GetComponent <InGameUI>(); prev_turn_count = 1; curt_turn_count = mc.turn_count; //if (Level == 1) //{ // InGameHUD = InGameUI.transform.GetChild(4).gameObject; // InGameHUD.transform.GetChild(0).gameObject.SetActive(false); // InGameHUD.transform.GetChild(1).gameObject.SetActive(false); // InGameHUD.transform.GetChild(2).gameObject.SetActive(false); //} }
List <int> enemyBlockPos = new List <int>(); //for exit // Use this for initialization void Awake() { map = Instantiate(map_prefab); UI = Instantiate(UI_prefab); Turn = Instantiate(Turn_prefab); WLcheck = Instantiate(WLcheck_prefab); _rdsGeneEnemy = rdsGeneEnemy; //LevelManager = Instantiate(LevelManager_prefab); //Dialogue = Instantiate(Dialogue_prefab); //Dialogue.transform.SetParent(UI.transform); //Dialogue.GetComponent<RectTransform>().anchoredPosition = new Vector2(0, 0); //Debug.Log(UI.GetComponent<RectTransform>().rect); //Dialogue.transform.GetChild(0).gameObject.GetComponent<RectTransform>().rect.Set(0,0,UI.GetComponent<Rect>().width, //UI.GetComponent<Rect>().height); //for (int i = 0; i < Dialogue.transform.childCount;++i) //Dialogue.transform.GetChild(0).GetComponent<RectTransform>().sizeDelta = new Vector2(UI.GetComponent<RectTransform>().rect.width,UI.GetComponent<RectTransform>().rect.height); //Dialogue.transform.localScale = new Vector3(1, 1, 1); map_ctr = map.GetComponent <Map_Control>(); UI_ctr = UI.GetComponent <InGameUI>(); Turn_ctr = Turn.GetComponent <Turn_Control>(); WLcheck_ctr = WLcheck.GetComponent <WinLoseCheck>(); //level_ctr = LevelManager.GetComponent<LevelManager>(); //dialogue_ctr = Dialogue.GetComponent<DialogueManager>(); //director = timeline.GetComponent<PlayableDirector>(); //PlayableAsset playable = director.playableAsset; //TimelineAsset timelineAsset = (TimelineAsset)playable; //TrackAsset UItrack = timelineAsset.GetOutputTrack(6); //director.SetGenericBinding(UItrack, UI); //director.Play(); LevelStart(); UI.SetActive(false); }
// Use this for initialization void Start() { map_ctr = map.GetComponent <Map_Control>(); //List<Gameobject_Position_prefab> Character_Generate_Info = WorldGenerator.GetComponent<WorldGenerator>().characters_prefab Button Attack_btn = Attackbtn.GetComponent <Button>(); Attack_btn.onClick.AddListener(() => map_ctr.Character_Attack()); Button Pick_btn = Pickbtn.GetComponent <Button>(); Pick_btn.onClick.AddListener(() => map_ctr.Character_PickUp()); Button Skill_btn = Skillbtn.GetComponent <Button>(); Skillbtn.onClick.AddListener(() => map_ctr.Character_Skill()); Button _exit = exit.GetComponent <Button>(); _exit.onClick.AddListener(exit_on_click); GameObject Move_Over_Avatar_Info = MouseOver_Char_info.transform.Find("Char_avatar_back").Find("Char_avatar").gameObject; Move_Over_Avatar = Move_Over_Avatar_Info.GetComponent <Image>(); GameObject Move_Over_Avatar_Name_Info = MouseOver_Char_info.transform.Find("Char_avatar_back").Find("name").gameObject; Move_Over_Text = Move_Over_Avatar_Name_Info.GetComponent <Text>(); GameObject Move_Over_Char_Skill_Info = MouseOver_Char_Skill_info.transform.Find("Char_avatar_back").gameObject; Move_Over_Char_Skill = Move_Over_Char_Skill_Info.GetComponent <Image>(); GameObject MouseOver_Tile_Info_1 = MouseOver_Tile_Info.transform.Find("Image").gameObject; Move_Over_Tile = MouseOver_Tile_Info_1.GetComponent <Image>(); GameObject MouseOver_Tile_Info_2 = MouseOver_Tile_Info.transform.Find("Tile_name").gameObject; Move_Over_Tile_Name = MouseOver_Tile_Info_2.GetComponent <Text>(); GameObject Enemy_Information = Enemy_Info.transform.Find("Enemy_num").gameObject; Enemy_Num = Enemy_Information.GetComponent <Text>(); GameObject Round_Information = Round_Info.transform.Find("round_remain").gameObject; Next_WAVE_Round = Round_Information.GetComponent <Text>(); wave_num = wave_info.transform.Find("wave").gameObject.GetComponent <Text>(); score_num = score_info.transform.Find("score").gameObject.GetComponent <Text>(); UI_WAVE.SetActive(false); for (int i = 0; i < 4; i++) { Char_infos[i].SetActive(false); } if (Available_Char_info_slot_num != 0) { for (int i = 0; i < 4; i++) { if (i + 1 > Characters_clone.Count) { break; } GameObject Char_Avatar = Char_infos[i].transform.Find("Char_avatar_back").Find("Char_avatar").gameObject; GameObject Char_Health = Char_infos[i].transform.Find("Char_Health_bar").Find("Health_number").gameObject; GameObject Char_Health_bar = Char_infos[i].transform.Find("Char_Health_bar").Find("Health_FILLImage").gameObject; GameObject Char_Move_num = Char_infos[i].transform.Find("Char_Move").Find("Move_range").gameObject; GameObject Char_Attack = Char_infos[i].transform.Find("Char_Attack").Find("Attack_Damage").gameObject; Char_avatar = Char_Avatar.GetComponent <Image>(); Health_number = Char_Health.GetComponent <Text>(); Char_Move = Char_Move_num.GetComponent <Text>(); Char_attack = Char_Attack.GetComponent <Text>(); healthfill = Char_Health_bar.GetComponent <Image>(); if (Characters_clone[i].name == "Monk(Clone)") { Char_infos[i].SetActive(true); Health_number.text = ((Characters_clone[i].GetComponent <Monk>().current_health).ToString() + "/" + (Characters_clone[i].GetComponent <Monk>().health).ToString()); healthfill.fillAmount = ((Characters_clone[i].GetComponent <Monk>().current_health) / (Characters_clone[i].GetComponent <Monk>().health)); Char_attack.text = (Characters_clone[i].GetComponent <Monk>().attack_damage).ToString(); Char_Move.text = (Characters_clone[i].GetComponent <Monk>().dmgUp_by_skill).ToString(); Char_avatar.sprite = Monk; char_info_slots_dict["Monk"] = i; } if (Characters_clone[i].name == "Makepinggo(Clone)") { Char_infos[i].SetActive(true); Health_number.text = ((Characters_clone[i].GetComponent <Makepinggo>().current_health).ToString() + "/" + (Characters_clone[i].GetComponent <Makepinggo>().health).ToString()); healthfill.fillAmount = ((Characters_clone[i].GetComponent <Makepinggo>().current_health) / (Characters_clone[i].GetComponent <Makepinggo>().health)); Char_attack.text = (Characters_clone[i].GetComponent <Makepinggo>().attack_damage).ToString(); Char_Move.text = (Characters_clone[i].GetComponent <Makepinggo>().skill_damage).ToString(); Char_avatar.sprite = Makepinggo; char_info_slots_dict["Makepinggo"] = i; } else if (Characters_clone[i].name == "Tauren(Clone)") { Char_infos[i].SetActive(true); Health_number.text = ((Characters_clone[i].GetComponent <Tauren>().current_health).ToString() + "/" + (Characters_clone[i].GetComponent <Tauren>().health).ToString()); healthfill.fillAmount = ((Characters_clone[i].GetComponent <Tauren>().current_health) / (Characters_clone[i].GetComponent <Tauren>().health)); Char_attack.text = (Characters_clone[i].GetComponent <Tauren>().attack_damage).ToString(); Char_Move.text = (Characters_clone[i].GetComponent <Tauren>().skill_damage).ToString(); Char_avatar.sprite = Tauren; char_info_slots_dict["Tauren"] = i; } else if (Characters_clone[i].name == "Archer(Clone)") { Char_infos[i].SetActive(true); Health_number.text = ((Characters_clone[i].GetComponent <Archer>().current_health).ToString() + "/" + (Characters_clone[i].GetComponent <Archer>().health).ToString()); healthfill.fillAmount = ((Characters_clone[i].GetComponent <Archer>().current_health) / (Characters_clone[i].GetComponent <Archer>().health)); Char_attack.text = (Characters_clone[i].GetComponent <Archer>().attack_damage).ToString(); Char_Move.text = (Characters_clone[i].GetComponent <Archer>().skill_damage).ToString(); Char_avatar.sprite = Archer; char_info_slots_dict["Archer"] = i; } else if (Characters_clone[i].name == "Wuchang(Clone)") { Char_infos[i].SetActive(true); Health_number.text = ((Characters_clone[i].GetComponent <Wuchang>().current_health).ToString() + "/" + (Characters_clone[i].GetComponent <Wuchang>().health).ToString()); healthfill.fillAmount = ((Characters_clone[i].GetComponent <Wuchang>().current_health) / (Characters_clone[i].GetComponent <Wuchang>().health)); Char_attack.text = (Characters_clone[i].GetComponent <Wuchang>().attack_damage).ToString(); Char_Move.text = (Characters_clone[i].GetComponent <Wuchang>().skill_damage).ToString(); Char_avatar.sprite = Wuchang; char_info_slots_dict["Wuchang"] = i; } else if (Characters_clone[i].name == "SwordMan(Clone)") { Char_infos[i].SetActive(true); Health_number.text = ((Characters_clone[i].GetComponent <SwordMan>().current_health).ToString() + "/" + (Characters_clone[i].GetComponent <SwordMan>().health).ToString()); healthfill.fillAmount = ((Characters_clone[i].GetComponent <SwordMan>().current_health) / (Characters_clone[i].GetComponent <SwordMan>().health)); Char_attack.text = (Characters_clone[i].GetComponent <SwordMan>().attack_damage).ToString(); Char_Move.text = (Characters_clone[i].GetComponent <SwordMan>().skill_damage).ToString(); Char_avatar.sprite = SwordMan; char_info_slots_dict["SwordMan"] = i; } Available_Char_info_slot_num -= 1; } } }