public TeamRosterInitSequence(CyclicBarrierSequence barrierSequence, BattleDataHolder battleDataHolder) : base(barrierSequence) { this.battleDataHolder = battleDataHolder; EventBroadcaster.Instance.AddObserver(EventNames.ON_UNIT_INITIALIZE_SUCCESS, this.OnUnitInstantiateSuccess); }
private void Awake() { _battledata = BattleDataHolder.Instance; _battlecontroller = BattleController.Instance; Instantiate(_battledata.CurrentBattleData.CharacterModel, this.transform.position, this.transform.rotation, this.transform); _battlecontroller.enemy = _battledata.CurrentBattleData.enemyData; }
void OnEnable() { BattleDataHolder dataHolder = BattleDataHolder.Instance; Inventory inventory = Inventory.Instance; charname.text = dataHolder.championInfos[inventory.ChampionVictories].Name; description.text = dataHolder.championInfos[inventory.ChampionVictories].Info; day.text = dataHolder.championInfos[inventory.ChampionVictories].DayLimit.ToString(); portrait.sprite = dataHolder.championInfos[inventory.ChampionVictories].Portarit; }
private void Awake() { if (Instance == null) { Instance = this; DontDestroyOnLoad(gameObject); } else { Destroy(gameObject); } }