// Update is called once per frame void Update() { // welcher spieler ist am zug isPlayer1 = managerSys.getPlayerTurn(); //beschaffe aktionspunkte player1AP = player1.GetComponent<PlayerComponent>().actionPoints; player2AP = player2.GetComponent<PlayerComponent>().actionPoints; //wähle inputchannel if (isPlayer1) input = player1.GetComponent<inputSystem>(); else input = player2.GetComponent<inputSystem>(); figureUpdate(); if (managerSys.selectedFigurine != null && figureSelected == false) { figureSelected = true; activeUnit = managerSys.selectedFigurine.GetComponent<AttributeComponent>(); } if(managerSys.selectedFigurine == null) { figureSelected = false; } //beschaffe aktive einheit if (figureSelected) { activeUnit = managerSys.selectedFigurine.GetComponent<AttributeComponent>(); activeUnitSkills = activeUnit.skills; } }
// Use this for initialization void Start() { player1 = GameObject.Find("Player1"); player2 = GameObject.Find("Player2"); managerSys = GameObject.Find("Manager").GetComponent<ManagerSystem>(); inventSys = GameObject.Find("Manager").GetComponent<InventorySystem>(); player1AP = player1.GetComponent<PlayerComponent>().actionPoints; player2AP = player2.GetComponent<PlayerComponent>().actionPoints; //test angaben isPlayer1 = managerSys.getPlayerTurn(); //setStyle style = new GUIStyle(); dijkstra = (DijkstraSystem)FindObjectOfType(typeof(DijkstraSystem)); if (isPlayer1) input = player1.GetComponent<inputSystem>(); else input = player2.GetComponent<inputSystem>(); figureUpdate(); }