void Start() { inputHdlr = InputHandler.Instance; // TODO: Replace with command pattern gridMgrInstance = FindObjectOfType <UnityGridManager>(); // Replace with singleton? charTurnInfo = this.gameObject.GetComponent <UnityCharacterTurnInfo>(); }
private void Awake() { inputHdlr = InputHandler.Instance; // TODO: Replace with command pattern gridMgrInstance = FindObjectOfType <UnityGridManager>(); // Replace with singleton? charTurnInfo = this.gameObject.GetComponent <UnityCharacterTurnInfo>(); MovableNodes = new List <GridMovableNode>(); }
// Start is called before the first frame update void Start() { inputHdlr = InputHandler.Instance; // TODO: Replace with command pattern gridMgrInstance = FindObjectOfType <UnityGridManager>(); // Replace with singleton? charTurnInfo = this.gameObject.GetComponent <UnityCharacterTurnInfo>(); billboardScript = this.gameObject.GetComponent <CameraBillboard>(); rb = this.gameObject.GetComponent <Rigidbody>(); boundsDisp = new CharacterBoundsDisplayer(); turnTimer = TurnTimer.Instance; StartInitWeapons(); sliceScaleV3 = new Vector3(sliceScale, sliceScale, sliceScale); RefreshSliceTurn(); }