// Use this for initialization protected override void Start() { base.Start(); root = transform.GetChild(0).GetComponent <Node>(); nodes = new List <Node>(GetComponentsInChildren <Node>()); companionTypeToSkillPanel = new Dictionary <int, CompanionSkillPanel>(); int[] types = new int[] { (int)CompanionType.SPREADINGSHOOT, (int)CompanionType.PIERCINGSHOOT }; CompanionSkillPanel[] existingSkillPanels = FindObjectsOfType <CompanionSkillPanel>(); MonoSorter <CompanionSkillPanel> .Sort(FindObjectsOfType <CompanionSkillPanel>()); for (int i = 0; i < existingSkillPanels.Length; i++) { companionTypeToSkillPanel.Add(types[i], existingSkillPanels[i]); existingSkillPanels[i].Activate(false); } foreach (KeyValuePair <int, CompanionSkillPanel> each in companionTypeToSkillPanel) { Debug.Log(each.Key + " " + each.Value); } currentSkillPanel = companionTypeToSkillPanel[(int)currentSaveData.getCompanionData().myType]; currentSkillPanel.Activate(true); string companionTypeDisplayName = currentSaveData.getCompanionData().myType == CompanionType.PIERCINGSHOOT ? "Piercing Shoot" : "Spreading Shoot"; updateSkillPanelDisplay(companionTypeDisplayName, currentSaveData.getCompanionData().mySkills, currentSaveData.getCompanionData().mySkillLevels); }
void Start() { skillText = transform.GetChild(0).GetComponent <Text>(); Image[] levelImages = GetComponentsInChildren <Image>(); MonoSorter <Image> .Sort(levelImages); skillLevelImages = new List <Image>(levelImages); }
protected override void Start() { base.Start(); DungeonView[] dungeonViews = FindObjectsOfType <DungeonView>(); DungeonPoint[] dungeonPoints = FindObjectsOfType <DungeonPoint>(); MonoSorter <DungeonView> .Sort(dungeonViews); MonoSorter <DungeonPoint> .Sort(dungeonPoints); for (int i = 0; i < dungeonViews.Length; i++) { dungeonToDungeonView.Add(dungeonPoints[i].getDungeon(), dungeonViews[i]); } dungeonViewCanvas = GameObject.Find("Dungeon View").GetComponent <Canvas>(); }