private void InitScene() { SceneCursor = GetComponent<ActionCursor>(); SetState(new BaseActionSceneState(this)); Logic = new OperationSceneLogic (); GUIDirector = new ActionSceneGUIManager(); GUIDirector.Init(); GUIDirector.OnActionSceneButtonClickEvent += OnButtonClick; GUIDirector.OnActionButtonClickEvent += OnActionButtonClick; InitInput (); InitLevelMap (); InitLevelBuilder (); InitCamera (); //InitTerrain(); CreateDebugFireTeam (); InitFireTeam (); //InitAliens(); SceneReady = true; }
public FireTeamTurnCursorState(ActionCursor CursorForState) : base(CursorForState) { }
public ActionSceneCursorBaseState(ActionCursor CursorForState) { SceneCursor = CursorForState; }
public ThrowGrenadeCursorState(ActionCursor CursorForState, Vector3 SourcePosition, int ThrowDistance) : base(CursorForState) { ThrowSourcePosition = SourcePosition; ThrowGrenadeDistance = ThrowDistance; }