private void Update() { scene = SceneManager.GetActiveScene(); battleManager = GameObject.FindObjectOfType <Sc_BattleManager>(); gameManager = GameObject.FindObjectOfType <Sc_GameManager>(); navManager = GameObject.FindObjectOfType <Sc_NavigationManager>(); /* * if (Input.GetKeyDown(KeyCode.T) == true) * { * * * * } * if (Input.GetKeyDown(KeyCode.S) == true) * { * * * * SaveGameData(); * } * * if (Input.GetKeyDown(KeyCode.L) == true) * { * LoadGameData(); * }*/ }
// Update is called once per frame void Update() { if (!gameManger) { gameManger = GameObject.FindObjectOfType <Sc_GameManager>(); } }
public void Awake() { costText = GetComponentInChildren <Text>(); player = FindObjectOfType <Sc_Player>(); gameManager = FindObjectOfType <Sc_GameManager>(); tileManager = FindObjectOfType <Sc_TileManager>(); myButton = GetComponent <Button>(); }
private void Start() { allSpellEffects.Add(TileEffect_SpellIce.type, iceSpell); gameManager = FindObjectOfType <Sc_GameManager>(); grid = new GameObject[levelArray.x, levelArray.y]; Sc_EventManager.instance.onGameStart.AddListener(NewGame); Sc_EventManager.instance.onWin.AddListener(StopGame); }
// Update is called once per frame void Update() { if (!gameManager) { gameManager = GameObject.FindObjectOfType <Sc_GameManager>(); } fullCards.text = gameManager.fullDeck.Count + " Cards in Deck"; lostCards.text = gameManager.lostCards.Count + " Cards Lost"; }
// Use this for initialization void Start() { scene = SceneManager.GetActiveScene(); Button btn = thisButton.GetComponent <Button>(); btn.onClick.AddListener(TaskOnClick); soundManager = GameObject.FindObjectOfType <Sc_SoundManager>(); levelManager = GameObject.FindObjectOfType <Sc_LevelManager>(); saveManager = GameObject.FindObjectOfType <SaveDataManager>(); gameManager = GameObject.FindObjectOfType <Sc_GameManager>(); }
// Use this for initialization void Start() { firstEvent = true; eventDataBase = GameObject.FindObjectOfType <Sc_EventDataBase>(); gameManager = GameObject.FindObjectOfType <Sc_GameManager>(); levelManager = GameObject.FindObjectOfType <Sc_LevelManager>(); monsterManager = GameObject.FindObjectOfType <Sc_MonsterDataBase>(); saveDataManager = GameObject.FindObjectOfType <SaveDataManager>(); saveDataManager.saveData.currentScene = "Navigation"; MonsterChance = 6; EventPressed(); }
public override void ThirdEventFunction() { Sc_GameManager gameManager = GameObject.FindObjectOfType <Sc_GameManager>(); if (thirdBonusToo == "Defence") { gameManager.startingDefence += thirdBonus; } else if (thirdBonusToo == "UtilityAP") { gameManager.utilityAP += thirdBonus; } }
public void OnMouseOver() { hoverbonus = 5; if (Input.GetMouseButtonDown(1) && Sc_GameManager.buttonPress == 0) { Sc_GameManager.click(); if (aCardIsShowingInfo == false) { Info(); print(endPointX); } } }
private void Awake() { map = FindObjectOfType <Sc_Map>(); gameManager = FindObjectOfType <Sc_GameManager>(); gameManager.canPlay = false; mainText = GetComponentInChildren <Text>(); group = GetComponent <CanvasGroup>(); group.DOFade(0, 0); if (dialogData.startLines.Length > 0) { group.DOFade(1, 0.3f).SetDelay(0.3f); StartCoroutine(NewDialog(dialogData.startLines)); } }
// Update is called once per frame void Update() { if (gameManager == null) { gameManager = GameObject.FindObjectOfType <Sc_GameManager>(); } float newX = (placement * modifier) - (battleManager.apObjects.Count + (-1 + ((battleManager.apObjects.Count - 1) * (-0.5f + ((modifier - 1) * 0.5f))))) - 0.5f; Vector3 newPosition = new Vector3(newX, -3.2f, 5); this.gameObject.transform.position = newPosition; if (isStandard) { if (placement >= (battleManager.currentApMax - battleManager.currentApUsed)) { spriteR.sprite = used; } else if (spriteR.sprite != standard) { spriteR.sprite = standard; } } else if (isUtility) { if (placement - battleManager.currentApMax >= battleManager.currentUtilityAP) { print("spam"); spriteR.sprite = used; } else if (spriteR.sprite != utility) { spriteR.sprite = utility; } } else if (isOneTime) { if (placement >= (battleManager.currentApMax - battleManager.currentApUsed + gameManager.utilityAP)) { battleManager.apObjects.RemoveAt(placement); Destroy(this.gameObject); } } }
// Use this for initialization void Start() { battleManager = GameObject.FindObjectOfType <Sc_BattleManager>(); gameManager = GameObject.FindObjectOfType <Sc_GameManager>(); spriteR = this.gameObject.GetComponent <SpriteRenderer>(); battleManager.apObjects.Add(this.gameObject); placement = battleManager.apObjects.Count - 1; // set starting spirte if (isStandard) { spriteR.sprite = standard; } else if (isUtility) { spriteR.sprite = utility; } else if (oneTime) { spriteR.sprite = oneTime; } }
// Use this for initialization void Start() { eventDataBase = GameObject.FindObjectOfType <Sc_EventDataBase>(); gameManger = GameObject.FindObjectOfType <Sc_GameManager>(); navigationManager = GameObject.FindObjectOfType <Sc_NavigationManager>(); cardDataBase = GameObject.FindObjectOfType <Sc_CardDataBase>(); SpriteRenderer backgroundSR = this.GetComponent <SpriteRenderer>(); currentEvent = eventDataBase.FindEventByID(Eventid); title = this.gameObject.transform.GetChild(0).gameObject; numberOfCards = this.gameObject.transform.GetChild(1).gameObject; TextMesh titleText = title.GetComponent <TextMesh>(); if (OptionNumber == 0) { titleText.text = currentEvent.decriptionFirstEvent; backgroundSR.sprite = currentEvent.FirstEventImage; TextMesh numberOfCardsText = numberOfCards.GetComponent <TextMesh>(); numberOfCardsText.text = currentEvent.cardsFirstEvent.Count + ""; } else if (OptionNumber == 1) { titleText.text = currentEvent.decriptionSecondEvent; backgroundSR.sprite = currentEvent.TwoEventImage; TextMesh numberOfCardsText = numberOfCards.GetComponent <TextMesh>(); numberOfCardsText.text = currentEvent.cardsSecondEvent.Count + ""; } else if (OptionNumber == 2) { titleText.text = currentEvent.decriptionThirdEvent; backgroundSR.sprite = currentEvent.ThreeEventImage; TextMesh numberOfCardsText = numberOfCards.GetComponent <TextMesh>(); numberOfCardsText.text = currentEvent.cardsThirdEvent.Count + ""; } // set the image }
// Update is called once per frame void Update() { if (Input.GetMouseButtonDown(0) && aCardIsShowingInfo == true) { Sc_GameManager.click(); if (showingInfo == true) { CloseInfo(); } } PositionCard(); if (cardID < 4000 && cardID >= 3000) { if (curseTimer < 0) { OnMouseDown(); battleManager.Draw(); } else { curseTimer -= 1; } } }
// Use this for initialization void Start() { print("make monster"); gameManager = GameObject.FindObjectOfType <Sc_GameManager>(); GameObject newMonster = (GameObject)Instantiate(gameManager.currentMonster, transform.position, transform.rotation); Vector3 monsterPosition = new Vector3(-0.57f, 1.96f, 0); newMonster.transform.position = monsterPosition; monster = GameObject.FindObjectOfType <MonsterClass>(); saveDataManager.saveData.currentScene = "Battle"; currentDeck.Clear(); currentBanished.Clear(); currentDiscard.Clear(); currentHandObjects.Clear(); currentEquipmentArmor.Clear(); currentEquipmentMelee.Clear(); // set op some basic variables maxHandSize = 5; currentApUsed = 0; currentStage = 0; currentUtilityAP = gameManager.utilityAP; currentTotalDefence = gameManager.startingDefence; currentToughness = 0; currentNormalAttack = 0; currentBluntAttack = 0; currentPiercingAttack = 0; currentPoisonttack = 0; currentSpiked = 0; currentNumberOfAttacks = 1; currentPermenentSpiked = 0; currentRage = 0; if (gameManager.isLoading == true) { Load(); } else { for (int i = 0; i < gameManager.fullDeck.Count; i++) { currentDeck.Add(gameManager.fullDeck[i]); } currentApMax = 2; } // Create Ap Icons for (int i = 0; i < currentApMax; i++) { GameObject apIcon = (GameObject)Instantiate(standardApIcon, this.gameObject.transform.position, this.gameObject.transform.rotation); Sc_ApIcon newscript = apIcon.GetComponent <Sc_ApIcon>(); newscript.isStandard = true; } for (int i = 0; i < gameManager.utilityAP; i++) { GameObject apIcon = (GameObject)Instantiate(standardApIcon, this.gameObject.transform.position, this.gameObject.transform.rotation); Sc_ApIcon newscript = apIcon.GetComponent <Sc_ApIcon>(); newscript.isUtility = true; } // effect realted varibles mayPlayUtility = true; mayPlayMelee = true; mayPlayArmor = true; HasLostTurn = false; // Setting player related text defenceText.text = "" + currentTotalDefence; // Add some random cards to deck ShuffleDeck(); }
private void Awake() { myInstance = this; SceneManager.LoadSceneAsync((int)Sc_SceneIndexes.eSceneIndexes.eMainMenu, LoadSceneMode.Additive); }
// Use this for initialization void Awake() { gameManager = GameObject.FindObjectOfType <Sc_GameManager>(); }