public void Init() { _panel = new GameObject().AddComponent <PlayerUnitStatusPanel>(); _panel.PlayingTurnImage = new GameObject().AddComponent <Image>(); _systems.Add(new LocalPlayerPlayingStatusSystem(_contexts, _panel)); }
public void Init() { _panel = new GameObject().AddComponent <PlayerUnitStatusPanel>(); _panel.PlayingTurnImage = new GameObject().AddComponent <Image>(); _player = _contexts.game.CreateEntity(); var u = _contexts.unit.CreateEntity(); u.AddOwner(_player); _panel.ShowingCharacter = u; _systems.Add(new TargetPlayerPlayingStatusSystem(_contexts, _panel)); }
public TargetDeckCardStatusRendingSystem(Contexts contexts, PlayerUnitStatusPanel status) : base(contexts.card) { _context = contexts.card; _status = status; }
public void Init() { PlayerUnitStatusPanel _panel = Object.Instantiate(Resources.Load <PlayerUnitStatusPanel>("Game/UI/_Prefabs/DisplayStatus/Player Status")); _hp = _panel.HpBar; }
public LocalCharacterStatusSetupSystem(Contexts contexts, PlayerUnitStatusPanel statusPanel) : base(contexts.unit) { _panel = statusPanel; }
public LocalPlayerPlayingStatusSystem(Contexts contexts, PlayerUnitStatusPanel panel) : base(contexts) { _panel = panel; }
public LocalCharacterStatusRenderingSystem(Contexts contexts, PlayerUnitStatusPanel ui) : base(contexts.unit) { _ui = ui; }
public LocalDeckCardStatusRenderingSystem(Contexts contexts, PlayerUnitStatusPanel status) : base(contexts.card) { _gameContext = contexts.game; _context = contexts.card; _status = status; }
public void Init() { _panel = Object.Instantiate(Resources.Load <PlayerUnitStatusPanel>("Game/UI/_Prefabs/DisplayStatus/Player Status")); _systems.Add(new LocalCharacterStatusSetupSystem(_contexts, _panel)); }
public TileActionShowTargetStatusSystem(Contexts contexts, PlayerUnitStatusPanel statusPanel) : base(contexts.tile) { _panel = statusPanel; _cardContext = contexts.card; }