void Start() { m = Managers.Get(); SetFacing(facing); fx.Spawn(Keys.Health); m.units.Add(this); }
public void Init(Attack a) { atk = a; image.sprite = atk.attackIcon; label.text = atk.description; m = Managers.Get(); }
public void GameOver(bool hasWon) { Managers m = Managers.Get(); m.ui.OnGameOver(hasWon); m.units.OnGameOver(); }
public void Remove(Unit u) { allUnits.Remove(u); if (u.faction == Faction.Hero) { heroUnits.Remove(u); } if (u.faction == Faction.Hero) { //hero was killed! do we have any heros left? if (heroUnits.Count == 0) { Debug.Log("[UnitManager] GAME OVER -- lost"); Managers.Get().game.GameOver(false); } } if (u.faction == Faction.Enemy) { if (u.deathCausesGameEnd) { Managers.Get().game.GameOver(true); } levellingHack *= levellingMod; } }
public void ShowView() { Managers m = Managers.Get(); Transform view = Instantiate(viewToShow); view.SetParent(m.ui.transform, false); }
public FXUnit Spawn(string key) { if (m == null) { m = Managers.Get(); } // todo: stop multiple spawns? FXData data = getFXData(key); if (data == null && this != m.units.baseFX) { data = m.units.baseFX.getFXData(key); if (data != null) { return(spawnInternal(data)); } // FXUnit unit = (FXUnit)Instantiate(data.prefab); // unit.Init(data); // if(data.persist) // { // instantiatedPrefabs[data.key] = unit; // } // return unit; } else { //we have data return(spawnInternal(data)); } Debug.Log("[FXSpawner] Attempted to spawn fx with key:" + key + " but no fx unit found!", gameObject); foreach (FXData fx in dataMap.Values) { Debug.Log("[FXSpawner] we have:" + fx.key); } return(null); }
void Start() { m = Managers.Get(); }
void Start() { cam = Camera.main; groundPlane = new Plane(Vector3.forward, ground.transform.position); m = Managers.Get(); }
void Start() { m = Managers.Get(); unit = GetComponentInParent <Unit>(); unit.OnUpdateEnd.AddListener(Tick); }
void Start() { Managers.Get().ui.gameObject.SetActive(true); }
// for animation system public void PlayAudioFX(string key) { Managers.Get().afx.PlayFX(key); }