private bool preState, curState; // true : will 충분, false : will 부족 private void Start() { willBar = FindObjectOfType <WillBar>(); pointerMgr = FindObjectOfType <PointerMgr>(); toggle = GetComponent <Toggle>(); pieceIdx = GenericDataMgr.genericData_SO.GetPieceIdxByCode(code); cost = GenericDataMgr.genericData_SO.ChessPieces[pieceIdx].cost; costText.text = GenericDataMgr.genericData_SO.ChessPieces[pieceIdx].cost.ToString(); }
public PieceSelectedState(LayerMask _gridLayer, LayerMask _UILayer, WillBar _willBar, List <Toggle> _pieceToggles, GameObject _selectedPiece, string _selectedPieceCode) { gridLayer = _gridLayer; UILayer = _UILayer; willBar = _willBar; selectedPiece = _selectedPiece; selectedPieceCode = _selectedPieceCode; pieceToggles.Clear(); foreach (var t in _pieceToggles) { pieceToggles.Add(t); } // 기물인텍스, 코스트 캐시 pieceIdx = GenericDataMgr.genericData_SO.GetPieceIdxByCode(selectedPieceCode); cost = GenericDataMgr.genericData_SO.ChessPieces[pieceIdx].cost; }
private Queen queen; // Skill사용 애니메이션을 트리거하기 위함 private void Start() { willBar = FindObjectOfType <WillBar>(); manaBar = FindObjectOfType <ManaBar>(); queen = FindObjectOfType <Queen>(); previewSkillPrefabs = new GameObject[FindObjectsOfType <Grid>().Length]; // piece selection toggle 들을 초기화 PieceSelectionToggle[] tmpArr1 = FindObjectsOfType <PieceSelectionToggle>(); foreach (PieceSelectionToggle t in tmpArr1) { pieceToggles.Add(t.GetComponent <Toggle>()); } // skill selection toggle 들을 초기화 SkillSelectionToggle[] tmpArr2 = FindObjectsOfType <SkillSelectionToggle>(); foreach (SkillSelectionToggle t in tmpArr2) { skillToggles.Add(t.GetComponent <Toggle>()); } pointerModeState = new NoneState(); pointerModeState.Enter(); }
private void Start() { willBar = FindObjectOfType <WillBar>(); cost = 30; }