// void Awake() { // load Nurture.Calendar calendar = loadCalendar(); _mainCharacter = loadMainCharacter(calendar); loadAllStat(_mainCharacter); Story.TargetCharacter targetCharacter = loadTargetCharacter(); // story _storyMode = new Story.Mode(targetCharacter); // nurture _nurtureMode = new Nurture.Mode(calendar, _mainCharacter); // board game _boardGameMode = new BoardGame.BoardGameMode(); // combat _combatMode = new Combat.CombatMode(); // events _endNurtureEvent = new EndNurtureEvent(); // attach handler NurtureMode.Schedule.EndEvent.Attach(onScheduleEnd); }
// constructor public UserPlayer(BoardGameMode mode) : base(mode, Cell.EOwner.User) { _id = Def.MAIN_CHARACTER_ID; _name = Manager.Instance.Object.MainCharacter.Name; Nurture.Character character = Manager.Instance.Object.NurtureMode.Character; _intellect = character.Intellect; _tactic = character.Tactic; _leadership = character.Leadership; _grace = character.Grace; _morality = character.Morality; _goodness = character.Goodness; }
// constructor public AIPlayer(BoardGameMode mode, int id) : base(mode, Cell.EOwner.AI) { _id = id; BoardGamePlayer player = Manager.Instance.DT.BoardGamePlayer[_id]; int characterId = player.characterId; _name = Manager.Instance.DT.Character[characterId].name; _intellect = player.intellect; _tactic = player.tactic; _leadership = player.leadership; _grace = player.grace; _morality = player.morality; _goodness = player.goodness; }
public AIPlayer(BoardGameMode mode, int id , int intellect, int tactic, int leadership , int grace, int morality, int goodness) : base(mode, Cell.EOwner.AI) { _id = id; BoardGamePlayer player = Manager.Instance.DT.BoardGamePlayer[_id]; int characterId = player.characterId; _name = Manager.Instance.DT.Character[characterId].name; _intellect = intellect; _tactic = tactic; _leadership = leadership; _grace = grace; _morality = morality; _goodness = goodness; }
// constructor protected Player(BoardGameMode mode, Cell.EOwner owner) { _mode = mode; _owner = owner; }