void Start() { rtsCamera = Camera.main.GetComponent <RTSCamera>(); outline = Camera.main.GetComponent <RenderBlurOutline>(); aiFreeBattle = transform.Find("AIFreeBattle").GetComponent <AIFreeBattle>(); preloadDrama(); }
internal IEnumerator ActivateAITree(Unit _aiUnit) { aiUnit = _aiUnit; rtsCamera = Camera.main.GetComponent <RTSCamera>(); outline = Camera.main.GetComponent <RenderBlurOutline>(); //create move Range and Delete() it after AINodeMoveAI moveRange = new MoveRange(); moveRange.CreateMoveRange(aiUnit.transform); yield return(StartCoroutine(ActionNode(root))); }
void Start() { rtsCamera = Camera.main.GetComponent <RTSCamera>(); outline = Camera.main.GetComponent <RenderBlurOutline>(); var temp = rocksTransform.GetComponentsInChildren <CharacterStatus>(); foreach (var c in temp) { rocks.Add(c); } RoundManager.GetInstance().GameStarted += OnGameStarted; }
//AI public override void Play(RoundManager roundManager) { rtsCamera = Camera.main.GetComponent <RTSCamera>(); outline = Camera.main.GetComponent <RenderBlurOutline>(); if (AI) { roundManager.RoundState = new RoundStateAITurn(roundManager); StartCoroutine(Play()); } else { roundManager.RoundState = new RoundStateWaitingForInput(roundManager); } }
internal IEnumerator ActivateAITree(Unit _aiUnit) { rtsCamera = Camera.main.GetComponent <RTSCamera>(); outline = Camera.main.GetComponent <RenderBlurOutline>(); //init aiUnit = _aiUnit; aiTarget = null; moveTarget = aiUnit.transform.position; skillName = ""; dodgeSkillName = ""; finalDirection = "forward"; //create move Range and Delete() it after AINodeMoveAI moveRange = new MoveRange(); moveRange.CreateMoveRange(aiUnit.transform, false); yield return(StartCoroutine(ActionNode(root))); }
public bool DramaOrFree = false; //it's taken over by AIManager; otherwise =true it's taken over by Drama public override void Play(RoundManager roundManager) { rtsCamera = Camera.main.GetComponent <RTSCamera>(); outline = Camera.main.GetComponent <RenderBlurOutline>(); if (AIControl) { roundManager.RoundState = new RoundStateAITurn(roundManager); if (DramaOrFree) { StartCoroutine(AIManager.GetInstance().playDrama()); } else { StartCoroutine(AIManager.GetInstance().playFree(playerNumber)); } } else { roundManager.RoundState = new RoundStateWaitingForInput(roundManager); } }
private StrategyType strategy; //use which strategy to deal with enemy #region Mono void Start() { rtsCamera = Camera.main.GetComponent <RTSCamera>(); outline = Camera.main.GetComponent <RenderBlurOutline>(); enemyList = new List <Unit>(); }