void Start() { actionPanelController = Global.Component.GetActionPanelController(); controller = Global.Component.GetController(); dropPosition = new Vector3(transform.position.x + Global.TileMaps.TILE_OFFSET, transform.position.y + Global.TileMaps.TILE_OFFSET, transform.position.z); }
private void Start() { _btn = GetComponent <Button>(); _heroController = GetComponentInParent <HeroController>(); if (_heroController) { APC = _heroController.GetComponentInChildren <ActionPanelController>(); } BM = FindObjectOfType <BattleManager>(); if (_heroController) { BCCostPerTime += BCCostPerLevel * _heroController.LEVEL + BCCostPerSkillGrade * SkillGrade + (int)(_heroController._role.CurrentExportRAL.Hp * BCCostUsingPercent * 0.01f); } }
private void Awake() { APC = GetComponentInChildren <ActionPanelController>(); BM = FindObjectOfType <BattleManager>(); GoldC = GetComponentInChildren <SDGoldController>(); if (APC) { APC.transform.localScale = Vector3.one * 1.2f; } if (GetComponent <HeroController>()) { HeroProperty = GetComponent <HeroController>(); } if (GetComponent <EnemyController>()) { EnemyProperty = GetComponent <EnemyController>(); } }
BuffController buffController; // для инита бафов при одетом шмоте в функции InitItemInInventory() void Start() { instance = this; //DontDestroyOnLoad(transform.gameObject); // еслт какое-то окно активно, запретить управление actionWindow = Global.Component.GetActionWindowController(); dialogWindow = Global.Component.GetDialogueManager(); actionPanel = Global.Component.GetActionPanelController(); playerMovement = Global.Obj.GetPlayerGameObject().GetComponent <PlayerMovement>(); terminalController = Global.Component.GetTerminalController(); buffController = Global.Component.GetBuffController(); InitCells(); InitItemInInventory(); currentHand = left_hand_btn; SetHandColor(); // отресовка всех одетых вещей UpdateAllEqupment(); SetBagCellList(); SetSellList(); SetInvCellList(); }
void Start() { actionPanelController = Global.Component.GetActionPanelController(); controller = Global.Component.GetController(); }
public void NextActionUnit() { if (Remaining_ORL.Count == 0) { return; } if (Remaining_SRL.Count == 0) { return; } if (_currentBattleUnit != null) { _currentBattleUnit.actionSign.gameObject.SetActive(false); } _currentBattleUnit = All_Array[0]; All_Array.Remove(_currentBattleUnit); All_Array.Add(_currentBattleUnit); if (_currentBattleUnit.IsDead) { NextActionUnit(); return; } if (_currentBattleUnit.ReadThisStateEnable(StateTag.Dizzy)) { _currentBattleUnit.CheckStates(); if (SDGameManager.Instance.isFastModeEnabled) { NextActionUnit(); } return; } _currentBattleUnit.actionSign.gameObject.SetActive(true); _currentActionPanel = _currentBattleUnit.APC; checkCurrentUnitTag(); // _currentBattleUnit.CheckStates();//计算角色状态对其影响 if (_currentBattleUnit.IsDead) { NextActionUnit(); return;//重新进行死亡判断 } if (_currentBUType != SDConstants.CharacterType.Enemy) { if (SDDataManager.Instance.SettingData.isAutoBattle) { _currentActionPanel.chooseRandomSkillFromGroup(); chooseAutoBattleTarget(); handleAction(); } else { SDGameManager.Instance.isUsingProp = false; // IsWaitingPlayerAction = true; //显示全部可用交互 _currentActionPanel.showActionPanel(); //UsingPropBtn.interactable = true; CancelBtn.interactable = true; } } else { _currentActionPanel.showActionPanel(); _currentActionPanel.chooseASkillFromSkillGroup(); chooseRandomHeroToAttack(); handleAction(); } currentTouchId = -1; confirmSkillStep = 0; }
void Start() { commandController = GetComponentInChildren <CommandController>(); actionController = GetComponentInChildren <ActionPanelController>(); }