void Awake()
        {
            uiCloneObjects = Instantiate(uiCloneObjectsPrefab);

            GameObject nodeSelectionObject = Instantiate(nodeSelectionPrefab);

            nodeSelection = new GridSelection(nodeSelectionObject, uiCloneObjects, new Vector2Int(0, 0));

            pathPoints = new PathPointCollection();
            for (int i = 0; i < MAX_PATH_LENGTH; i++)
            {
                GameObject pathPoint = Instantiate(pathPointPrefab);
                pathPoints.Add(pathPoint, uiCloneObjects);
            }
        }
Exemple #2
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        public ExplorationUI(Party party, IUnitObject partyLeader, SmoothCamera smoothCamera, GridSelection nodeSelection, PathPointCollection pathPoints)
        {
            this.party        = party;
            this.partyLeader  = partyLeader;
            this.smoothCamera = smoothCamera;

            movementNodes      = null;
            retraceNode        = null;
            this.nodeSelection = nodeSelection;
            this.pathPoints    = pathPoints;

            Dictionary <ExplorationUIStates, IState <ExplorationUI> > states = new Dictionary <ExplorationUIStates, IState <ExplorationUI> >();

            states.Add(ExplorationUIStates.HALT, new ExplorationUIHaltState());
            states.Add(ExplorationUIStates.WAIT_FOR_INPUT, new ExplorationUIWaitForInputState());
            states.Add(ExplorationUIStates.TRACE_PATH, new ExplorationUITracePathState());
            states.Add(ExplorationUIStates.WAIT_FOR_CONFIRM, new ExplorationUIWaitForConfirmState());
            states.Add(ExplorationUIStates.FIRE_MOVE_ACTION, new ExplorationUIFireMoveActionState());
            StateMachine = new StateMachine <ExplorationUI, ExplorationUIStates>(this, states);
            StateMachine.Initialize(ExplorationUIStates.HALT);
        }