void Start() { #region "Singleton" if (turnController == null) { turnController = this; } else { Destroy(this); } #endregion fighters = new List <Fighter>(); fighters_turn = 2; GameObject[] players = GameObject.FindGameObjectsWithTag("Player"); Debug.Log("Jugadores agregados"); players_cant = players.Length; Debug.Log(players_cant); GameObject[] enemies = GameObject.FindGameObjectsWithTag("Enemy"); Debug.Log("Enemigos agregados"); enemies_cant = enemies.Length; Debug.Log(enemies_cant); foreach (GameObject player in players) { Fighter temp = player.GetComponent <Fighter>(); Debug.Log(temp); if (player_1 == null) { player_1 = temp; } else { player_2 = temp; } fighters.Add(temp); } foreach (GameObject enemy in enemies) { Fighter temp = enemy.GetComponent <Fighter>(); Debug.Log(temp); /*Buscar como agregarlos dinamicamente para seleccionar enemigo o aliado*/ if (enemy_1 == null) { enemy_1 = temp; } else { enemy_2 = temp; } fighters.Add(temp); } fighters_cant = fighters.Count; battleLoseEvent = new BattleLoseEvent(); battleWinEvent = new BattleWinEvent(); objectiveSelectedEvent = new ObjectiveSelectedEvent(); endTurnEvent = new EndTurnEvent(); if (enemySelected == null) { enemySelected = enemies[Random.value > 0.5f ? 0 : 1]; } if (playerSelected == null) { playerSelected = players[Random.value > 0.5 ? 0 : 1]; } if (fighterSelected == null) { fighterSelected = (Random.value > 0.5f ? playerSelected : enemySelected); } fighters_turn = (int)Random.Range(0, 3); this.NextTurn(); StartCoroutine(ObjectiveSelected()); StartCoroutine(MoveSpotlight()); }
void ExecuteAction(ObjectiveSelectedEvent evento) { Debug.Log("Ejecutando la accion asignada"); executeSelectedAction(evento.objectiveSelected, evento.playerSelected, evento.enemySelected); }