private void Start()
    {
        // Game components are lazy loaded, we want to load these ones right away
        var unitControlEvents = GameComponents.UnitEvents;      // Load UnitEvents
        var gridController    = GameComponents.GridController;  // Load GridController
        var lifecycleEvents   = GameComponents.LifecycleEvents; // Load LifecycleEvents
        var gameState         = GameComponents.GameState;       // Load GameState

        GameComponents.TurnHandler.StartGame();                 // Load TurnHandler and start game

        // Setup some default units for the grid
        UnitCreation.CreateAndSetupUnit(ResourceManager.GetUnitPrefab(Constants.UnitPrefabType.Dude), 0, 1, UnitStatCollection.GetUnitStats("Player"));
        UnitCreation.CreateAndSetupUnit(ResourceManager.GetUnitPrefab(Constants.UnitPrefabType.Dude), 0, 2, UnitStatCollection.GetUnitStats("Player"));
        UnitCreation.CreateAndSetupUnit(ResourceManager.GetUnitPrefab(Constants.UnitPrefabType.Dude), 0, 3, UnitStatCollection.GetUnitStats("Player"));
        UnitCreation.CreateAndSetupUnit(ResourceManager.GetUnitPrefab(Constants.UnitPrefabType.Dude), 4, 1, UnitStatCollection.GetUnitStats("Enemy"));
        UnitCreation.CreateAndSetupUnit(ResourceManager.GetUnitPrefab(Constants.UnitPrefabType.Dude), 4, 2, UnitStatCollection.GetUnitStats("Enemy"));
        UnitCreation.CreateAndSetupUnit(ResourceManager.GetUnitPrefab(Constants.UnitPrefabType.Dude), 4, 3, UnitStatCollection.GetUnitStats("Enemy"));

        // Start particle effects
        UnitActiveParticleEffect.Start();
        TileHoveredParticleEffect.Start();

        // Starts the first turn
        GameComponents.TurnHandler.EndTurn();
    }
Exemple #2
0
 private void Awake()
 {
     Instance = this;
 }
Exemple #3
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 public void CreateAndRegisterUnitInMiddle(GameObject prefab)
 {
     UnitCreation.CreateAndSetupUnit(prefab, 2, 2);
 }