// TODO: Re-start whenever a connection is initiated. Stalls currently if player exits game and re-joins. private void Start() { m_turnUI = FindObjectOfType <TurnUI>(); if (isServer) { m_serverData = gameObject.AddComponent <NetworkTurnManagerServerData>(); StartCoroutine(HandleTurns()); } }
private void Start() { m_position = m_map.GetClosestTile(transform.position); m_health = GetComponent <NetworkHealth>(); if (isLocalPlayer) { m_turnUI = FindObjectOfType <TurnUI>(); m_canvasTransform = FindObjectOfType <Canvas>().transform; FindObjectOfType <HealthBar>().Health = m_health; PlayerCamera.LocalPlayer = gameObject; } }
public void SetBattleStateActionEnd() { InitHeroTween(); TurnUI.InitActiveTurnMember(ActiveTurnHeroNo); var battleUI = Global.UIMgr.GetUI <UIBattle>(UIManager.eUIType.eUI_Battle); if (battleUI != null) { battleUI.ActiveSelActionType(false); battleUI.ActiveHUDUI(true); } ActiveBlur(false); ActiveTurnHeroNo = 0; ActiveTargetHeroNo = 0; }