/// <summary> /// Retrieve the Players party as BattleAgents /// </summary> /// <returns></returns> public List <PlayerBattleAgent> GetPlayerPartyBattleAgents() { List <PlayerBattleAgent> playerBattleAgents = new List <PlayerBattleAgent>(6); for (int i = 0; i < partyModels.Count; i++) { PlayerBattleAgent agent = new PlayerBattleAgent(partyModels[i].currentStats, partyModels[i].moveSet, partyModels[i].sprite); playerBattleAgents.Add(agent); } return(playerBattleAgents); }
public void InitBattle(List <PlayerBattleAgent> playerAgents, List <EnemyBattleAgent> enemyAgents) { BattleAgents = new List <IBattleAgent>(); PlayerBattleAgents = playerAgents; currentPlayerAgent = playerAgents[0]; EnemyBattleAgents = enemyAgents; currentEnemyBattleAgent = enemyAgents[0]; BattleAgents.AddRange(PlayerBattleAgents); BattleAgents.AddRange(EnemyBattleAgents); uiManager.input = EventSystem.current.gameObject.GetComponent <InputSystemUIInputModule>(); InitBattleUI(); InitBattleLoop(); }