void Start() { Debug.Log("Debug开始"); //显示round1 num_of_round = 1; round.text = "Round" + num_of_round.ToString(); round.gameObject.SetActive(true); Invoke("Close_round", 3); //轮次信息显示持续三秒钟 transmission_ob = GameObject.Find("Data_transmission"); //找到从地下城界面和阵容选择界面传输来的信息载体 trans = transmission_ob.GetComponent <Data_transmission>(); //获取信息载体的代码组件——Data_transmission类并生产对象 Loading(); //加载所有参与战斗的卡牌 offensive_queue = trans.of_or_def ? player_queue : enemy_queue; //设置攻方队列 defensive_queue = trans.of_or_def ? enemy_queue : player_queue; //设置防守方队列 stage = battlecry; Battlecry(); Invoke("Turn_start_skill", 2); Interrupt(4, false); //开始之前暂停四秒,用于显示轮次信息和欣赏卡牌(x adr = -1; //重置防守方下标 }
void Start() { Debug.Log("Debug.start"); num_of_round = 1; round.text = "Round" + num_of_round.ToString(); round.gameObject.SetActive(true); Invoke("Close_round", 3); //root = GameObject.Find("GameObject");//找到顶级对象 transmission_ob = GameObject.Find("Data_transmission"); //找到从地下城界面和阵容选择界面传输来的信息载体 //transmission_ob = root.transform.Find("Data_transmission").gameObject;//找到从地下城界面和阵容选择界面传输来的信息载体 trans = transmission_ob.GetComponent <Data_transmission>(); //获取信息载体的代码组件——Data_transmission类并生产对象 Loading(); offensive_queue = trans.of_or_def ? player_queue : enemy_queue; defensive_queue = trans.of_or_def ? enemy_queue : player_queue; Interrupt(4, false); adr = -1; }