public override void OnInspectorGUI() { DrawDefaultInspector(); if (!Application.isPlaying) { GUI.enabled = false; } UnitHighlight myScript = (UnitHighlight)target; if (GUILayout.Button("Target enemy")) { myScript.Init(UnitHighlight.Targets.enemy); } if (GUILayout.Button("Target teammate")) { myScript.Init(UnitHighlight.Targets.teammate); } if (GUILayout.Button("Target team")) { myScript.Init(UnitHighlight.Targets.team); } if (GUILayout.Button("Target all enemies")) { myScript.Init(UnitHighlight.Targets.allEnemies); } if (GUILayout.Button("Target everything")) { myScript.Init(UnitHighlight.Targets.all); } }
// Use this for initialization void Start() { _allButtons = FindObjectsOfType <ButtonOnClickSetter>(); _inputManager = FindObjectOfType <InputManager>(); _uiController = FindObjectOfType <UIController>(); _unitHighlight = FindObjectOfType <UnitHighlight>(); _eventSystem = EventSystem.current; TransitionToState(MenuState.ActionButtons); }
// Use this for initialization void Start() { _battleSystem = FindObjectOfType <BattleSystem_v2>(); _unitHighlight = FindObjectOfType <UnitHighlight>(); _thisButton = GetComponent <Button>(); _nameText = GetComponent <ButtonOnClickSetter>(); ManaCost = Ability.GetComponent <BaseAbility>().ManaCost; _originalNormal = _thisButton.colors.normalColor; _originalHighlight = _thisButton.colors.highlightedColor; }
private void Start() { bsMachine = FindObjectOfType <BattleStateMachine>(); _waveManager = FindObjectOfType <WaveManager>(); UnitHighlight unitHighlight = FindObjectOfType <UnitHighlight>(); _unitSlots = unitHighlight.GetUnitSlots(); _units = new BattleUnitBase[_unitSlots.Length]; _waveManager.Init(unitHighlight, this); _waveManager.NextWave(); }
public void Init(UnitHighlight unitHighlight) { _unitHighlight = unitHighlight; if (!_isEnemy) { SetUnit(_unit); AbilityButton[] abilityButtons = FindObjectsOfType <AbilityButton>(); foreach (AbilityButton abilityButton in abilityButtons) { abilityButton.SetPlayer(_unit as BattleUnitPlayer); } } }
public void Init(UnitHighlight unitHighlight, BattleSystem_v2 battleSystem) { _unitHighlight = unitHighlight; _battleSystem = battleSystem; }