private void Awake()
    {
        this.gameObject.tag = "Enemy";

        gameManager    = FindObjectOfType(typeof(GameManager)) as GameManager;
        partyBehaviour = FindObjectOfType(typeof(PartyBehaviour)) as PartyBehaviour;

        int levelAvg = new int();

        foreach (HeroClass hero in partyBehaviour.heroParty)
        {
            levelAvg += hero.Level;
        }

        levelAvg = Mathf.RoundToInt((float)levelAvg / partyBehaviour.heroParty.Count);

        GenerateEnemyParty(levelAvg);

        foreach (GameObject enemyObj in enemyParty)
        {
            enemyClasses.Add(enemyObj.GetComponent <Enemy>());

            Instantiate(enemyObj, this.transform);
        }

        foreach (Enemy enemy in enemyClasses)
        {
            enemy.SetID();
        }
    }
Esempio n. 2
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    /*
     * TODO:
     *  -Generate items and merc to sell, by referencing the respective Lists.
     *
     * Steps for using Shop
     *  If Player accidentally closes the menu early, they may click on the town tile before placing another tile to reopen the menu;
     *
     *  1. Player Arrives in town
     *  2. Player is prompted to choose item shop or hero shop or leave
     *  3. Player shops (Detailed Below)
     *  4. When exiting the choosen shop, player is prompted again to choose shop or leave
     *  5. Player leaving moves the Current Phase to Tile Placement.
     *
     *  3a. Player is presented with a grid of items
     *      Player selects an item, button opens second panel to select which hero to buy the item for.
     *      Player is returned to the item grid
     *
     *  3b. Player is presented with a grid of Mercenaries
     *      Player selects an Mercenary, button opens second panel of current Heros in party and the player can select which slot to place the new hero.
     *      Player is returned to the mercenary grid;
     */
    private void Awake()
    {
        gameManager    = FindObjectOfType(typeof(GameManager)) as GameManager;
        partyBehaviour = FindObjectOfType(typeof(PartyBehaviour)) as PartyBehaviour;

        promptPanel.transform.GetChild(1).GetComponent <Button>().onClick.AddListener(delegate { OpenShop(ShopType.Items); });
        promptPanel.transform.GetChild(2).GetComponent <Button>().onClick.AddListener(delegate { OpenShop(ShopType.Mercenaries); });
    }
Esempio n. 3
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 private void SetScriptReferences()
 {
     gameBoardManager = FindObjectOfType(typeof(GameBoardManager)) as GameBoardManager;
     deckManager      = FindObjectOfType(typeof(DeckManager)) as DeckManager;
     canvasManager    = FindObjectOfType(typeof(CanvasManager)) as CanvasManager;
     playerBehaviour  = FindObjectOfType(typeof(PlayerBehaviour)) as PlayerBehaviour;
     partyBehaviour   = FindObjectOfType(typeof(PartyBehaviour)) as PartyBehaviour;
     combatManager    = FindObjectOfType(typeof(CombatManager)) as CombatManager;
     shopManager      = FindObjectOfType(typeof(ShopManager)) as ShopManager;
 }
Esempio n. 4
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 private void Awake()
 {
     gameManager    = GameObject.FindObjectOfType(typeof(GameManager)) as GameManager;
     partyBehaviour = GameObject.FindObjectOfType(typeof(PartyBehaviour)) as PartyBehaviour;
 }