public void SetTarget(Transform atk, Transform sel, bool fightBack, bool critiq) { attacker = atk; ignoreList = new List<Transform>(); rc = Camera.mainCamera.GetComponent<RoundCounter>(); if(sel!=null){ target = sel; foreach(Transform x in rc.AllChesses){ if(x != target){ ignoreList.Add(x); } } }else{ if(attacker.GetComponent<CharacterProperty>().Player == 1){ ignoreList = rc.PlayerAChesses; }else if(attacker.GetComponent<CharacterProperty>().Player == 2){ ignoreList = rc.PlayerBChesses; } } fightBackMode = fightBack; critiqHit = critiq; excuted = false; foreach(Transform chess in ignoreList){ Physics.IgnoreCollision(transform.collider, chess.collider); } }
// Use this for initialization void Start() { currentSelect = this.GetComponent <selection>(); segment = btSize; posMoveBt = new Rect(leftMargin, topMargin, btSize, btSize); posSummonBt = new Rect(leftMargin, topMargin + segment, btSize, btSize); posAttackBt = new Rect(leftMargin, topMargin + segment * 2, btSize, btSize); posSkillBt = new Rect(leftMargin, topMargin + segment * 3, btSize, btSize); posDefenseBt = new Rect(leftMargin, topMargin + segment * 4, btSize, btSize); posEndTurnBt = new Rect(leftMargin, topMargin + segment * 5, btSize, btSize); MainGuiShow = false; mousePos = new Vector2(); mainStyle.font = MainFont; mainStyle.normal.textColor = Color.white; mainStyle.fontSize = 20; subStyle = new GUIStyle(mainStyle); subStyle.fontSize = 16; subStyle.normal.textColor = new Color(.8f, .8f, .8f, 1.0f); subStyle.onHover.textColor = Color.white; players = this.GetComponent <RoundCounter>(); numIcon = this.GetComponent <NumIconVault>(); infoUI = this.GetComponent <InfoUI>(); chessUI = this.GetComponent <MainInfoUI>(); InSecondTutor = false; init = GameObject.Find("InitStage").transform.GetComponent <InitStage>(); }
private void Start() { animator = GetComponent <Animator>(); capsuleCollider = GetComponent <CapsuleCollider>(); navMeshAgent = GetComponent <NavMeshAgent>(); score = GameObject.Find("Puntuacion").GetComponent <Score>(); roundCounter = GameObject.Find("RoundCounter"); roundCounterScript = roundCounter.GetComponent <RoundCounter>(); }
public Transform GetClosetChess(Transform chess) { Transform target = null; IList targets = new List <Transform>(); RoundCounter rc = transform.GetComponent <RoundCounter>(); if (chess.GetComponent <CharacterProperty>().Player == 1) { foreach (Transform t in rc.PlayerBChesses) { if (!t.GetComponent <CharacterProperty>().death) { targets.Add(t); } } } else { foreach (Transform t in rc.PlayerAChesses) { if (!t.GetComponent <CharacterProperty>().death) { targets.Add(t); } } } Dictionary <float, Transform> sortDict = new Dictionary <float, Transform>(); if (targets.Count > 0) { foreach (Transform t in targets) { float dis = Vector3.Distance(chess.transform.position, t.transform.position); if (!sortDict.ContainsKey(dis)) { sortDict.Add(dis, t); } } var list = sortDict.Keys.ToList(); list.Sort(); target = sortDict[list[0]]; } else { if (chess.GetComponent <CharacterProperty>().Player == 1) { target = GameObject.Find("yellow-tower").transform; } else { target = GameObject.Find("red-tower").transform; } } return(target); }
void CalBuffUsage() { BuffUsage bUsage = BuffUsage.None; int locationSide = 0; Transform location = selection.getMapPosition(); RoundCounter rnd = Camera.mainCamera.GetComponent <RoundCounter>(); if (rnd.PlayerATerritory.Contains(location)) { locationSide = 1; } else if (rnd.PlayerBTerritory.Contains(location)) { locationSide = 2; } else { locationSide = 0; } if (playerSide == 1) { switch (locationSide) { case (1): bUsage = BuffUsage.Intensify; break; case (2): bUsage = BuffUsage.Decrease; break; case (0): bUsage = BuffUsage.None; break; } } else if (playerSide == 2) { switch (locationSide) { case (1): bUsage = BuffUsage.Decrease; break; case (2): bUsage = BuffUsage.Intensify; break; case (0): bUsage = BuffUsage.None; break; } } usage = bUsage; }
private void Awake() { inst = this; myText = GetComponent <TextMeshProUGUI>(); if (GameManager.instance) { setRound(GameManager.instance.round); } }
private void Start() { _gridController = FindObjectOfType <GridController>(); _timer = FindObjectOfType <Timer>(); _roundCounter = FindObjectOfType <RoundCounter>(); _currentRound = _roundCounter.GetRound(); _sceneLoader = FindObjectOfType <SceneLoader>(); _roundGoal = firstRoundGoal + additionPerRound * (_currentRound - 1); }
// Use this for initialization void Awake() { UIItems = new List <UnNormalUI>(); smallFloating = new GUIStyle(); smallFloating.alignment = TextAnchor.MiddleCenter; smallFloating.normal.textColor = Color.grey; smallFloating.font = UIFont; smallFloating.fontSize = 18; rc = transform.GetComponent <RoundCounter>(); }
// Use this for initialization void Awake() { UIItems = new List<UnNormalUI>(); smallFloating = new GUIStyle(); smallFloating.alignment = TextAnchor.MiddleCenter; smallFloating.normal.textColor = Color.grey; smallFloating.font = UIFont; smallFloating.fontSize = 18; rc = transform.GetComponent<RoundCounter>(); }
// Use this for initialization void Start() { InMove = false; InPause = false; decisions = transform.GetComponent <Decisions>(); CurrentSel = Camera.main.GetComponent <selection>(); CurrentRC = Camera.main.GetComponent <RoundCounter>(); playerBList = new List <Transform>(); firstPhaseList = new List <Transform>(); secondPhaseList = new List <Transform>(); thirdPhaseList = new List <Transform>(); }
// Start is called before the first frame update void Awake() { Debug.Log("Round" + round); if (instance == null) { instance = this; } else { Destroy(this.gameObject); } DontDestroyOnLoad(this.gameObject); }
// Use this for initialization void Start() { aider = transform.parent.parent; chessStorage = Camera.main.GetComponent <RoundCounter>(); CommonFX cFX = Camera.main.GetComponent <CommonFX>(); fxBuffAtk = cFX.BuffAtk; fxBuffCritiq = cFX.BuffCritiq; fxBuffDef = cFX.BuffDef; fxBuffMove = cFX.BuffMove; fxBuffRange = cFX.BuffRange; fxBuffSkill = cFX.BuffSkill; }
void Die() { roundCounterScript = roundCounter.GetComponent <RoundCounter>(); score.DieScore(); dead = true; animator.SetBool("Dead", dead); Rigidbody rb = this.gameObject.GetComponent <Rigidbody>(); rb.constraints = RigidbodyConstraints.FreezePosition; roundCounterScript.KillCount(); navMeshAgent.enabled = false; capsuleCollider.enabled = false; //Destroy(gameObject); }
// Use this for initialization void Start() { territoryStart = new Rect(Screen.width - 350.0f, 6.0f, 28.0f, 28.0f); allMaps = GameObject.Find("Maps").transform.childCount; iconVault = transform.GetComponent <InfoUI>(); rc = transform.GetComponent <RoundCounter>(); mainInfoUI = transform.GetComponent <MainInfoUI>(); numberStyle[0] = new GUIStyle(); numberStyle[1] = new GUIStyle(); numberStyle[0].font = Number; numberStyle[1].font = Number; numberStyle[0].normal.textColor = new Color(0.8f, 0.8f, 0.8f, 1.0f); numberStyle[1].normal.textColor = new Color(0.8f, 0.8f, 0.8f, 1.0f); numberStyle[0].fontSize = 24; numberStyle[1].fontSize = 20; }
// Use this for initialization void Start() { territoryStart = new Rect(Screen.width-350.0f, 6.0f, 28.0f, 28.0f); allMaps = GameObject.Find("Maps").transform.childCount; iconVault = transform.GetComponent<InfoUI>(); rc = transform.GetComponent<RoundCounter>(); mainInfoUI = transform.GetComponent<MainInfoUI>(); numberStyle[0] = new GUIStyle(); numberStyle[1] = new GUIStyle(); numberStyle[0].font = Number; numberStyle[1].font = Number; numberStyle[0].normal.textColor = new Color(0.8f,0.8f,0.8f,1.0f); numberStyle[1].normal.textColor = new Color(0.8f,0.8f,0.8f,1.0f); numberStyle[0].fontSize = 24; numberStyle[1].fontSize = 20; }
// Use this for initialization void Start() { leftChess = null; rightChess = null; leftInfoWin = new Rect(0, Screen.height - 170, 500, 154); rightInfoWin = new Rect(Screen.width - leftInfoWin.width, leftInfoWin.y, 500, 154); leftChessPos = new Rect(0, Screen.height - 310, 250, 250); rightChessPos = new Rect(Screen.width - leftChessPos.width, leftChessPos.y, 250, 250); mirrorRect = new Rect(0, 0, -1, 1); posLeftTitle = new Rect(250.0f, Screen.height - leftInfoWin.height - 15, 250, 30); posRightTitle = new Rect(Screen.width - rightInfoWin.width + 30, posLeftTitle.y, posLeftTitle.width, posLeftTitle.height); posLeftContent = new Rect(posLeftTitle.x, posLeftTitle.y + 45, iconWidth, iconWidth); posRightContent = new Rect(Screen.width - rightInfoWin.width + 30, posLeftContent.y, iconWidth, iconWidth); posAChessList = new Rect(105, Screen.height - 55, 40, 40); posBChessList = new Rect(Screen.width - 155, Screen.height - 55, 40, 40); titleStyle = new GUIStyle(); titleStyle.font = Title; titleStyle.fontSize = 28; titleStyle.normal.textColor = Color.white; manaStyle = new GUIStyle(); manaStyle.font = Number; manaStyle.fontSize = 36; manaStyle.normal.textColor = new Color(1.0f, 1.0f, 1.0f, 0.5f); numberStyle[0] = new GUIStyle(); numberStyle[1] = new GUIStyle(); numberStyle[2] = new GUIStyle(); numberStyle[0].font = Number; numberStyle[1].font = Number; numberStyle[2].font = Number; numberStyle[0].normal.textColor = new Color(0.5f, 0.5f, 0.5f, 1.0f); numberStyle[1].normal.textColor = new Color(0.5f, 0.5f, 0.5f, 1.0f); numberStyle[2].normal.textColor = new Color(0.5f, 0.5f, 0.5f, 1.0f); numberStyle[0].fontSize = 24; numberStyle[1].fontSize = 30; numberStyle[2].fontSize = 44; iconVault = transform.GetComponent <InfoUI>(); rc = transform.GetComponent <RoundCounter>(); roundStyle = new GUIStyle(manaStyle); roundStyle.fontSize = 48; roundStyle.alignment = TextAnchor.MiddleCenter; roundStyle.normal.textColor = new Color(1.0f, 1.0f, 1.0f, 0.8f); }
public void SetTarget(Transform atk, Transform sel, bool fightBack, bool critiq) { attacker = atk; ignoreList = new List <Transform>(); rc = Camera.mainCamera.GetComponent <RoundCounter>(); if (sel != null) { target = sel; foreach (Transform x in rc.AllChesses) { if (x != target) { ignoreList.Add(x); } } } else { if (attacker.GetComponent <CharacterProperty>().Player == 1) { ignoreList = rc.PlayerAChesses; } else if (attacker.GetComponent <CharacterProperty>().Player == 2) { ignoreList = rc.PlayerBChesses; } } fightBackMode = fightBack; critiqHit = critiq; excuted = false; foreach (Transform chess in ignoreList) { Physics.IgnoreCollision(transform.collider, chess.collider); } }
int GetBuffValue(BuffType type) { int buffValue = 0; RoundCounter rnd = Camera.mainCamera.GetComponent <RoundCounter>(); Transform allMap = GameObject.Find("Maps").transform; int mapUnitNum = allMap.childCount; int rate = 0; if (playerSide == 1) { rate = Mathf.RoundToInt((float)rnd.PlayerATerritory.Count / (float)mapUnitNum * 100.0f); } else if (playerSide == 2) { rate = Mathf.RoundToInt((float)rnd.PlayerBTerritory.Count / (float)mapUnitNum * 100.0f); } switch (type) { case BuffType.Attack: buffValue = BuffXValue(rate); break; case BuffType.Defense: buffValue = BuffXValue(rate); break; case BuffType.AttackRange: buffValue = BuffXValue(rate); break; case BuffType.MoveRange: buffValue = BuffXValue(rate); break; case BuffType.CriticalHit: buffValue = BuffRateValue(rate); break; case BuffType.SkillRate: buffValue = BuffRateValue(rate); break; } if (usage == BuffUsage.Intensify) { buffValue = buffValue; } else if (usage == BuffUsage.None) { buffValue = 0; } else if (usage == BuffUsage.Decrease) { buffValue = -buffValue; } /* * switch(type){ * case(BuffType.Attack): * if(playerSide==1){ * if(usage == BuffUsage.Intensify) * buffValue = ((float)rnd.PlayerATerritory.Count/mapUnitNum)*2*Mathf.Pow((float)property.atkPower,0.1f); * else if(usage == BuffUsage.Decrease) * buffValue = -((float)rnd.PlayerATerritory.Count/mapUnitNum)*2*Mathf.Pow((float)property.atkPower,0.1f); * else * buffValue = 0.0f; * }else if(playerSide==2){ * if(usage == BuffUsage.Intensify) * buffValue = ((float)rnd.PlayerBTerritory.Count/mapUnitNum)*2*Mathf.Pow((float)property.atkPower,0.1f); * else if(usage == BuffUsage.Decrease) * buffValue = -((float)rnd.PlayerBTerritory.Count/mapUnitNum)*2*Mathf.Pow((float)property.atkPower,0.1f); * else * buffValue = 0.0f; * } * break; * case(BuffType.AttackRange): * if(playerSide==1){ * if(usage == BuffUsage.Intensify) * buffValue = ((float)rnd.PlayerATerritory.Count/mapUnitNum)*2*Mathf.Pow((float)property.atkRange,0.1f); * else if(usage == BuffUsage.Decrease) * buffValue = -((float)rnd.PlayerATerritory.Count/mapUnitNum)*2*Mathf.Pow((float)property.atkRange,0.1f); * else * buffValue = 0.0f; * }else if(playerSide==2){ * if(usage == BuffUsage.Intensify) * buffValue = ((float)rnd.PlayerBTerritory.Count/mapUnitNum)*2*Mathf.Pow((float)property.atkRange,0.1f); * else if(usage == BuffUsage.Decrease) * buffValue = -((float)rnd.PlayerBTerritory.Count/mapUnitNum)*2*Mathf.Pow((float)property.atkRange,0.1f); * else * buffValue = 0.0f; * } * break; * case(BuffType.CriticalHit): * if(playerSide==1){ * if(usage == BuffUsage.Intensify) * buffValue = Mathf.Pow((float)rnd.PlayerATerritory.Count/mapUnitNum*10.0f,0.2f)*(float)property.CriticalhitChance; * else if(usage == BuffUsage.Decrease) * buffValue = -Mathf.Pow((float)rnd.PlayerATerritory.Count/mapUnitNum*10.0f,0.2f)*(float)property.CriticalhitChance; * else * buffValue = 0.0f; * }else if(playerSide==2){ * if(usage == BuffUsage.Intensify) * buffValue = Mathf.Pow((float)rnd.PlayerBTerritory.Count/mapUnitNum*10.0f,0.2f)*(float)property.CriticalhitChance; * else if(usage == BuffUsage.Decrease) * buffValue = -Mathf.Pow((float)rnd.PlayerBTerritory.Count/mapUnitNum*10.0f,0.2f)*(float)property.CriticalhitChance; * else * buffValue = 0.0f; * } * break; * case(BuffType.Defense): * if(playerSide==1){ * if(usage == BuffUsage.Intensify) * buffValue = ((float)rnd.PlayerATerritory.Count/mapUnitNum)*2*Mathf.Pow((float)property.defPower,0.1f); * else if(usage == BuffUsage.Decrease) * buffValue = -((float)rnd.PlayerATerritory.Count/mapUnitNum)*2*Mathf.Pow((float)property.defPower,0.1f); * else * buffValue = 0.0f; * }else if(playerSide==2){ * if(usage == BuffUsage.Intensify) * buffValue = ((float)rnd.PlayerBTerritory.Count/mapUnitNum)*2*Mathf.Pow((float)property.defPower,0.1f); * else if(usage == BuffUsage.Decrease) * buffValue = -((float)rnd.PlayerBTerritory.Count/mapUnitNum)*2*Mathf.Pow((float)property.defPower,0.1f); * else * buffValue = 0.0f; * } * break; * case(BuffType.MoveRange): * if(playerSide==1){ * if(usage == BuffUsage.Intensify) * buffValue = ((float)rnd.PlayerATerritory.Count/mapUnitNum)*2*Mathf.Pow((float)property.moveRange,0.1f); * else if(usage == BuffUsage.Decrease) * buffValue = -((float)rnd.PlayerATerritory.Count/mapUnitNum)*2*Mathf.Pow((float)property.moveRange,0.1f); * else * buffValue = 0.0f; * }else if(playerSide==2){ * if(usage == BuffUsage.Intensify) * buffValue = ((float)rnd.PlayerBTerritory.Count/mapUnitNum)*2*Mathf.Pow((float)property.moveRange,0.1f); * else if(usage == BuffUsage.Decrease) * buffValue = -((float)rnd.PlayerBTerritory.Count/mapUnitNum)*2*Mathf.Pow((float)property.moveRange,0.1f); * else * buffValue = 0.0f; * } * break; * case(BuffType.SkillRate): * if(playerSide==1){ * if(usage == BuffUsage.Intensify) * buffValue = Mathf.Pow((float)rnd.PlayerATerritory.Count/mapUnitNum*10.0f,0.2f)*(float)property.SkillRate; * else if(usage == BuffUsage.Decrease) * buffValue = -Mathf.Pow((float)rnd.PlayerATerritory.Count/mapUnitNum*10.0f,0.2f)*(float)property.SkillRate; * else * buffValue = 0.0f; * }else if(playerSide==2){ * if(usage == BuffUsage.Intensify) * buffValue = Mathf.Pow((float)rnd.PlayerATerritory.Count/mapUnitNum*10.0f,0.2f)*(float)property.SkillRate; * else if(usage == BuffUsage.Decrease) * buffValue = -Mathf.Pow((float)rnd.PlayerATerritory.Count/mapUnitNum*10.0f,0.2f)*(float)property.SkillRate; * else * buffValue = 0.0f; * } * break; * } */ return(buffValue); }
// Use this for initialization void Start() { leftChess = null; rightChess = null; leftInfoWin = new Rect(0,Screen.height-170,500,154); rightInfoWin = new Rect(Screen.width-leftInfoWin.width, leftInfoWin.y,500,154); leftChessPos = new Rect(0,Screen.height-310, 250,250); rightChessPos = new Rect(Screen.width-leftChessPos.width, leftChessPos.y,250,250); mirrorRect = new Rect(0,0,-1,1); posLeftTitle = new Rect(250.0f,Screen.height-leftInfoWin.height-15,250,30); posRightTitle = new Rect(Screen.width - rightInfoWin.width+30, posLeftTitle.y,posLeftTitle.width,posLeftTitle.height); posLeftContent = new Rect(posLeftTitle.x, posLeftTitle.y+45,iconWidth,iconWidth); posRightContent = new Rect(Screen.width - rightInfoWin.width+30,posLeftContent.y,iconWidth,iconWidth); posAChessList = new Rect(105,Screen.height-55,40,40); posBChessList = new Rect(Screen.width-155,Screen.height-55,40,40); titleStyle = new GUIStyle(); titleStyle.font = Title; titleStyle.fontSize = 28; titleStyle.normal.textColor = Color.white; manaStyle = new GUIStyle(); manaStyle.font = Number; manaStyle.fontSize = 36; manaStyle.normal.textColor = new Color(1.0f,1.0f,1.0f,0.5f); numberStyle[0] = new GUIStyle(); numberStyle[1] = new GUIStyle(); numberStyle[2] = new GUIStyle(); numberStyle[0].font = Number; numberStyle[1].font = Number; numberStyle[2].font = Number; numberStyle[0].normal.textColor = new Color(0.5f,0.5f,0.5f,1.0f); numberStyle[1].normal.textColor = new Color(0.5f,0.5f,0.5f,1.0f); numberStyle[2].normal.textColor = new Color(0.5f,0.5f,0.5f,1.0f); numberStyle[0].fontSize = 24; numberStyle[1].fontSize = 30; numberStyle[2].fontSize = 44; iconVault = transform.GetComponent<InfoUI>(); rc = transform.GetComponent<RoundCounter>(); roundStyle = new GUIStyle(manaStyle); roundStyle.fontSize = 48; roundStyle.alignment = TextAnchor.MiddleCenter; roundStyle.normal.textColor = new Color(1.0f,1.0f,1.0f,0.8f); }
// Use this for initialization void Start() { aider = transform.parent.parent; chessStorage = Camera.main.GetComponent <RoundCounter>(); }
// Use this for initialization void Start() { rc = Camera.mainCamera.GetComponent<RoundCounter>(); }
// Use this for initialization void Start() { chessStorage = Camera.main.GetComponent<RoundCounter>(); }
// Use this for initialization void Start() { mapStorage = Camera.main.GetComponent <RoundCounter>(); }
void Start() { charactersavehealth = GameObject.Find("CharacterHealthsaver"); healthscript = charactersavehealth.GetComponent <CharacterSavedHealth>(); unit = GameObject.Find("Round Counter"); uscript = unit.GetComponent <RoundCounter>(); roundswon = uscript.rounds; loadClasses(); storage = GameObject.Find("SelectionStorage"); charstorage = storage.GetComponent <CharacterSelectStorage>(); dead = false; selected = false; maxHealth = Classes[ClassInt].healthMax; health = Classes[ClassInt].healthMax; armor = Classes[ClassInt].armor; minD = Classes[ClassInt].minDamage; maxD = Classes[ClassInt].maxDamage; critChance = Classes[ClassInt].crit; speed = Random.Range(0, 4); if (Ally) { GameObject.Find(this.name + "Canvas").transform.SetPositionAndRotation(new Vector3(83, 1000, 0), Quaternion.identity); } for (int i = 1; i < 5; i++) { if (this.name == "Ally#" + i) { positionInt = i; this.tag = "Ally" + i; } else if (this.name == "Enemy#" + i) { positionInt = i; this.tag = "Enemy" + i; } } if (this.tag == "Ally1") { if (charstorage.StorageList[0] == 1) { ClassInt = 0; } if (charstorage.StorageList[0] == 2) { ClassInt = 1; } if (charstorage.StorageList[0] == 3) { ClassInt = 2; } if (charstorage.StorageList[0] == 4) { ClassInt = 3; } } if (this.tag == "Ally2") { if (charstorage.StorageList[1] == 1) { ClassInt = 0; } if (charstorage.StorageList[1] == 2) { ClassInt = 1; } if (charstorage.StorageList[1] == 3) { ClassInt = 2; } if (charstorage.StorageList[1] == 4) { ClassInt = 3; } } if (this.tag == "Ally3") { if (charstorage.StorageList[2] == 1) { ClassInt = 0; } if (charstorage.StorageList[2] == 2) { ClassInt = 1; } if (charstorage.StorageList[2] == 3) { ClassInt = 2; } if (charstorage.StorageList[2] == 4) { ClassInt = 3; } } if (this.tag == "Ally4") { if (charstorage.StorageList[3] == 1) { ClassInt = 0; } if (charstorage.StorageList[3] == 2) { ClassInt = 1; } if (charstorage.StorageList[3] == 3) { ClassInt = 2; } if (charstorage.StorageList[3] == 4) { ClassInt = 3; } } updateClass(); if (roundswon > 0) { if (this.name == "Ally#1") { health = healthscript.character1health; } if (this.name == "Ally#2") { health = healthscript.character2health; } if (this.name == "Ally#3") { health = healthscript.character3health; } if (this.name == "Ally#4") { health = healthscript.character4health; } } }
// Start is called before the first frame update void Awake() { roundCounter = RoundCounter.instance; roundCounter.round += 1; GameStart(); }
// Use this for initialization void Start() { InMove = false; InPause = false; decisions = transform.GetComponent<Decisions>(); CurrentSel = Camera.main.GetComponent<selection>(); CurrentRC = Camera.main.GetComponent<RoundCounter>(); playerBList = new List<Transform>(); firstPhaseList = new List<Transform>(); secondPhaseList = new List<Transform>(); thirdPhaseList = new List<Transform>(); }
// Use this for initialization void Start() { attacker = transform.parent.parent; chessStorage = Camera.main.GetComponent<RoundCounter>(); }
public static void Only(string key, RoundCounter when, Action action) { Try(key, (int)when, action); }
// Use this for initialization void Start() { rc = Camera.mainCamera.GetComponent <RoundCounter>(); }
// Use this for initialization void Start() { currentSelect = this.GetComponent<selection>(); segment = btSize; posMoveBt =new Rect(leftMargin,topMargin,btSize,btSize); posSummonBt = new Rect(leftMargin,topMargin+segment,btSize,btSize); posAttackBt = new Rect(leftMargin,topMargin+segment*2,btSize,btSize); posSkillBt = new Rect(leftMargin,topMargin+segment*3,btSize,btSize); posDefenseBt = new Rect(leftMargin,topMargin+segment*4,btSize,btSize); posEndTurnBt = new Rect(leftMargin,topMargin+segment*5,btSize,btSize); MainGuiShow = false; mousePos = new Vector2(); mainStyle.font = MainFont; mainStyle.normal.textColor = Color.white; mainStyle.fontSize = 20; subStyle = new GUIStyle(mainStyle); subStyle.fontSize = 16; subStyle.normal.textColor = new Color(.8f,.8f,.8f,1.0f); subStyle.onHover.textColor = Color.white; players = this.GetComponent<RoundCounter>(); numIcon = this.GetComponent<NumIconVault>(); infoUI = this.GetComponent<InfoUI>(); chessUI = this.GetComponent<MainInfoUI>(); InSecondTutor = false; init = GameObject.Find("InitStage").transform.GetComponent<InitStage>(); }
// Use this for initialization void Start() { aider = transform.parent.parent; chessStorage = Camera.main.GetComponent<RoundCounter>(); CommonFX cFX = Camera.main.GetComponent<CommonFX>(); fxBuffAtk = cFX.BuffAtk; fxBuffCritiq = cFX.BuffCritiq; fxBuffDef = cFX.BuffDef; fxBuffMove = cFX.BuffMove; fxBuffRange = cFX.BuffRange; fxBuffSkill = cFX.BuffSkill; }
// Use this for initialization void Start() { currentSelect = Camera.main.GetComponent <selection>(); currentRC = Camera.main.GetComponent <RoundCounter>(); }
// Use this for initialization void Start() { currentSelect = Camera.main.GetComponent<selection>(); currentRC = Camera.main.GetComponent<RoundCounter>(); }