private void Awake() { if (Instance != null && Instance != this) { // If that is the case, we destroy other instances Destroy(gameObject); } // Here we save our singleton instance Instance = this; // Furthermore we make sure that we don't destroy between scenes (this is optional) //DontDestroyOnLoad(gameObject); _listSpriteSkill = Resources.LoadAll <Sprite>("Textures/Skill"); _listSpriteEffect = Resources.LoadAll <Sprite>("Textures/Buff"); DiceBtn.onClick.AddListener(CallEventRollDice); _startOrderAction.onClick.AddListener(CallEventStartOrderAction); _gameOverOk.onClick.AddListener(BackToMainMenu); _leaveGameBtn.onClick.AddListener(SurrenderAndLeaveGame); _resumeBtn.onClick.AddListener(ResumeGame); _surrenderBtn.onClick.AddListener(DisplaySurrenderPanel); _toggleMeBuffBtn.onClick.AddListener(ShowHideMeBuffPanel); _toggleEnemyBuffBtn.onClick.AddListener(ShowHideEnemyBuffPanel); }
public void LoadContent(ContentManager Content) { // Load all the sprite sheets testCharacterSpriteSheet = Content.Load <Texture2D>("Images/character_test"); jesusSpriteSheet = Content.Load <Texture2D>("Images/Characters/sprites_characters_jesus1"); hitlerSpriteSheet = Content.Load <Texture2D>("Images/Characters/sprites_characters_hitler1"); einsteinSpriteSheet = Content.Load <Texture2D>("Images/Characters/sprites_characters_einstein1"); washingtonSpriteSheet = Content.Load <Texture2D>("Images/Characters/sprites_characters_washington1"); testLevelTileSheet = Content.Load <Texture2D>("Images/TileSets/PathAndObjects"); cursorTexture = Content.Load <Texture2D>("Images/UI/Cursor"); // Create the board tileManager = new TileManager(20, 15, testLevelTileSheet); UI = new BattleSceneUI(); UI.LoadContent(Content); // Create the character objects after their respective spritesheets have been loaded // Each playable characte object will have a UI Select associated with them for either choosing them // as the current character or viewing their stats mainCharacter = new MainCharacter(testCharacterSpriteSheet); mainCharacter.UICharacterSelect.UIClicked += SetCurrentCharacter; buttons.Add(mainCharacter.UICharacterSelect); tileManager.SetObjectToTilePosition(mainCharacter, new Vector2(0, 0)); albertEinstein = new AlbertEinstein(einsteinSpriteSheet); albertEinstein.UICharacterSelect.UIClicked += SetCurrentCharacter; buttons.Add(albertEinstein.UICharacterSelect); tileManager.SetObjectToTilePosition(albertEinstein, new Vector2(320, 320)); jesusChrist = new JesusChrist(jesusSpriteSheet); jesusChrist.UICharacterSelect.UIClicked += SetCurrentCharacter; buttons.Add(jesusChrist.UICharacterSelect); tileManager.SetObjectToTilePosition(jesusChrist, new Vector2(64, 64)); georgeWashington = new GeorgeWashingon(washingtonSpriteSheet); georgeWashington.UICharacterSelect.UIClicked += SetCurrentCharacter; buttons.Add(georgeWashington.UICharacterSelect); tileManager.SetObjectToTilePosition(georgeWashington, new Vector2(0, 64)); // party data Random initiativeRoll = new Random(); mainCharacter.Initiative = initiativeRoll.Next(0, 10); jesusChrist.Initiative = initiativeRoll.Next(0, 10); albertEinstein.Initiative = initiativeRoll.Next(0, 10); georgeWashington.Initiative = initiativeRoll.Next(0, 10); Console.WriteLine("{0} {1} {2} {3}", mainCharacter.Initiative, jesusChrist.Initiative, albertEinstein.Initiative, georgeWashington.Initiative); party.Add(mainCharacter); party.Add(jesusChrist); party.Add(albertEinstein); party.Add(georgeWashington); List <Character> sortedList = new List <Character>(); sortedList.Add(mainCharacter); sortedList.Add(jesusChrist); sortedList.Add(albertEinstein); sortedList.Add(georgeWashington); sortedList.Sort((c1, c2) => c1.Initiative.CompareTo(c2.Initiative)); sortedList.ForEach(c => turnQueue.Enqueue(c)); currentCharacter = mainCharacter; EndTurn(); }