// Use this for initialization void Start() { print("CombatController.Start()"); GameManager gameManager = GameManager.Instance; CameraController = gameManager.GetCameraController(); CharacterSheetController = gameManager.GetCharacterSheetController(); TileMap = gameManager.GetTileMap(); TurnOrderController = gameManager.GetTurnOrderController(); MusicController = gameManager.GetMusicController(); UnitMenuController = gameManager.GetUnitMenuController(); UnitMenuController.Initialize(); ScreenFader = new ScreenFader(); TerrainDetailsController = gameManager.GetTerrainDetailsController(); TileDiscoverer = new TileDiscoverer(TileMap.GetTileMapData()); Pathfinder = new Pathfinder(TileMap.GetTileMapData(), TileMap.GetGraph().GetGraph()); _selectionIcon = _selectionIndicator.transform; IntendedActionTargets = new List <Unit> (); RadialButtonContainers = new List <RadialButtonContainer> (); ChangeState <InitCombatState> (); }
/// <summary> /// Raises the key down inventory event. /// </summary> /// <param name="sender">Sender.</param> /// <param name="e">E.</param> protected virtual void OnKeyDownInventory(object sender, InfoEventArgs <KeyCode> e) { UnitMenuController unitMenuController = controller.UnitMenuController; if (unitMenuController.IsActive()) { controller.ShowTileSelector(true); unitMenuController.Deactivate(); } else { controller.ShowTileSelector(false); unitMenuController.Activate(nextUnitInLine); } }