public AbilityInUseState(BoardManager boardManager, Actor currentActo, TileNode startNode, IUseable currentSkil, Combat c = null) : base(boardManager) { this.currentSkill = currentSkil; selection = boardManager.tileSelection; selector = boardManager.Selector; pathfinding = boardManager.pathfinding; this.currentActor = currentActo; this.label = boardManager.ui.SkillInUseName; previewManager = boardManager.ui.previewmanager; combat = c; this.startNode = startNode; }
void InitUI() { tileSelection = new TileSelction(currMap.sizeX, currMap.sizeY, pathfinding); Selector = new Selector(this); turnManager = new TurnManager(); spawner = new ActorSpawner(this); spawner.GenerateActor(currentMission, this); // ui.actionMenu.InitMenu(this); // ui.boardManager = this; //ui.skillPanel.boardManager = this; // ui.turnOrderPanel.gameObject.SetActive(true); //ui.tileselctionPanel.gameObject.SetActive(true); ui.ToggleOnBattleUI(); turnManager.InitTurnManager(this); //ui.objectivesPanel.InitMissionObjectivePanel(currentMission); }