// Use this for initialization void Start() { gameManager = GameObject.Find("EventManager"); //Find the gameobject used to manage events sectors = GameObject.FindGameObjectsWithTag("Sector"); //Find all gameobjects of sectors inputFieldObject = GameObject.Find("UnitsTextbox"); //Find the gameobject of the input field inputFieldText = inputFieldObject.GetComponentInChildren <UnityEngine.UI.Text> (); //Find the text compontnt of the input field goButton = GameObject.Find("GoButton"); //Find the gameobject of the submit button backButton = GameObject.Find("BackButton"); //Find the gameobject of the submit button mode = 1; //Set the mode to 1...where the attacking sector is picked (where units are moved from) inputFieldObject.SetActive(false); //Disable (and hide) the input field goButton.SetActive(false); //submit button backButton.SetActive(false); //and undo button gameInstructions.text = "Pick a sector to attack with..."; //Set the game instructions to tell user next action they should take chanceCards = GameObject.Find("CardUI").GetComponent <ChanceCards>(); assignUnits = this.gameObject.GetComponentInChildren <AssignUnits>(); settingsButton = GameObject.Find("SettingsButton").GetComponent <Button>(); helpButton = GameObject.Find("HelpButton").GetComponent <Button>(); chanceCardButton = GameObject.Find("CardButton").GetComponent <Button>(); minigame = GameObject.Find("Minigame"); minigame.SetActive(false); minigameStatus = this.gameObject.GetComponent <MinigameStatus>(); }
// Use this for initialization void Start() { neutralAI = GetComponent <NeutralAI>(); assignUnits = GetComponent <AssignUnits> (); suddenDeath = GetComponent <SuddenDeath>(); conflictResolution = GetComponent <ConflictResolution>(); timerText = GameObject.Find("TurnTimerText").GetComponent <Text>(); sections = GameObject.Find("Sectors").GetComponentsInChildren <Section>(); if (Data.IsDemo) { StartCoroutine("DemoModeRoutine"); } if (Data.GameFromLoaded) { // Restores the current turn value SetTurn(SaveGameHandler.loadedGame.CurrentTurn); } }