void Awake() { instance = (GameControl)target; LoadDB(); turnControl = (TurnControl)FindObjectOfType(typeof(TurnControl)); gridManager = (GridManager)FindObjectOfType(typeof(GridManager)); factionManager = (FactionManager)FindObjectOfType(typeof(FactionManager)); collectibleManager = (CollectibleManager)FindObjectOfType(typeof(CollectibleManager)); settingDB = SettingDB.LoadDB(); InitLabel(); }
private SettingDB InitSetting() { //if set to use global setting, overwrite all the local setting with the one from DB if (!useGlobalSetting) { return(null); } SettingDB db = SettingDB.LoadDB(); if (db == null) { return(null); } enableManualUnitDeployment = db.enableManualUnitDeployment; enableActionAfterAttack = db.enableActionAfterAttack; enableCounter = db.enableCounter; counterAPMultiplier = db.counterAPMultiplier; counterDamageMultiplier = db.counterDamageMultiplier; restoreUnitAPOnTurn = db.restoreUnitAPOnTurn; useAPForMove = db.useAPForMove; useAPForAttack = db.useAPForAttack; attackThroughObstacle = db.attackThroughObstacle; enableFogOfWar = db.enableFogOfWar; peekFactor = db.peekFactor; enableCover = db.enableCover; exposedCritBonus = db.exposedCritBonus; fullCoverBonus = db.fullCoverBonus; halfCoverBonus = db.halfCoverBonus; enableFlanking = db.enableFlanking; flankingAngle = db.flankingAngle; flankingBonus = db.flankingBonus; return(db); }