Esempio n. 1
0
        public OutcomeVisualizer(PathVisualizer pathVisualizer)
        {
            this.pathVisualizer = pathVisualizer;

            redHexes        = new List <HexEntry>();
            rangeIndicators = new List <IUnitController>();
        }
Esempio n. 2
0
        void Start()
        {
            uiHandler = GameObject.FindGameObjectWithTag("GameController").GetComponent <UIHandler>();
            spriteContainerTransform = transform.FindChild("SpriteHolder");
            UnitBackground           = spriteContainerTransform.FindChild("Background").GetComponent <SpriteRenderer>();
            BaseTypeSprite           = spriteContainerTransform.FindChild("Base Type").GetComponent <SpriteRenderer>();
            BaseTypeSprite.color     = Config.Palette.unitIconFill;
            BaseTypeBorder           = BaseTypeSprite.transform.FindChild("Base Type Border").GetComponent <SpriteRenderer>();
            BaseTypeBorder.color     = Config.Palette.border;
            WeaponSprite             = spriteContainerTransform.FindChild("Weapon").GetComponent <SpriteRenderer>();
            WeaponSprite.color       = Config.Palette.unitIconFill;
            WeaponSpriteBorder       = WeaponSprite.transform.FindChild("Weapon Border").GetComponent <SpriteRenderer>();
            WeaponSpriteBorder.color = Config.Palette.border;
            Border         = spriteContainerTransform.FindChild("Border").GetComponent <SpriteRenderer>();
            Border.color   = Config.Palette.border;
            pathVisualizer = uiHandler.GetComponent <PathVisualizer>();

            shaking   = false;
            shakeSeed = Random.Range(0.0f, 20000.0f);// So that units do not shake identically

            flashFadeActive    = false;
            isThisUnitSelected = false;
            visualizingCombat  = false;
            animatingCombat    = false;
            cursorHovered      = false;
            altButtonDown      = false;

            GameObject healthBarObject = Instantiate(healthBarPrefab, Vector3.zero, Quaternion.identity);

            healthBarObject.transform.SetParent(GameObject.Find("WorldCanvas").transform);
            healthBarObject.transform.localScale = Vector3.one;
            HealthBar  = healthBarObject.GetComponent <RectTransform>();
            HealthFill = HealthBar.FindChild("HealthFill").GetComponent <RectTransform>();

            initialized          = true;
            UnitType             = _unitType;
            WeaponType           = _weaponType;
            PlayerOwner          = _playerOwner;
            VisiblePosition      = _visiblePosition;
            MaxHealthDisplay     = _maxHealthDisplay;
            CurrentHealthDisplay = _currentHealthDisplay;
            ShowExtraInfo(UnitInfoDisplaySource.CombatAnimation, false);//Technically renders it true if AlwaysDisplayHealthBars is true
        }