void Start() { battleUIManager = GetComponentInParent <BattleUIManager>(); // get components toggle = GetComponent <UnityEngine.UI.Toggle>(); canvasGroup = GetComponentInParent <CanvasGroup>(); // set alpha to "off" value canvasGroup.alpha = offValue; // add listener to this toggle button toggle.onValueChanged.AddListener(OnToggleValueChanged); }
public virtual void Start() { // set power cap and system's icon if (system != null && system.name != "Weapons") { powerCap = system.basePowerCap + powerUpgrade; icon = system.icon; Room.MaxHP = powerCap; } // get ship ship = GetComponentInParent <Ship>(); // get battle ui manager battleUiManager = GameManager.BattleUiManager; }
private void Start() { hasStarted = true; // get managers sm = GameManager.SectorManager; battleUiManager = GameManager.BattleUiManager; // set BG image //BG.GetComponent<SpriteRenderer>().sprite = location.BG; // set uiManager uiManager = uiManagerGO.GetComponent <EventUIManager>(); // activate event canvas UI uiManager.eventCanvas.SetActive(true); // activate event choices panel uiManager.eventChoicesPanel.SetActive(true); // set text locations eventMessage = uiManager.eventTextGO.GetComponent <TextMeshProUGUI>(); // group up uiManager's choices uiChoices.Add(uiManager.eventChoice1); uiChoices.Add(uiManager.eventChoice2); uiChoices.Add(uiManager.eventChoice3); // set choice's centered button centeredChoice = uiChoices[1]; // if there's a location if (location != null) { SetupEvent(); // hide battle canvas battleUiManager.HideBattleCanvas(); } }