コード例 #1
0
 private void Awake()
 {
     //grab all the buttonBehaviours and store in a list
     stateManager    = GetComponent <StateManager>();
     moveConfirmMenu = GetComponent <MoveConfirmMenu>();
     ContinueUi      = GetComponent <ContinueUI>();
 }
コード例 #2
0
        // Use this for initialization
        void Start()
        {
            //turn on feedback scripts
            FloatingTextController.DamageEnemy();
            FloatingTextController.DamageAlly();
            FloatingTextController.Miss();
            FloatingTextController.HealEnemy();
            FloatingTextController.HealAlly();

            RPG.BattleManager battleManager = RPG.BattleManager.Instance;
            battleManager.stateManager = this;
            turnBehaviour = GetComponent <TurnBehaviour>();
            decalUI       = GetComponent <DecalUI>();
            confirmMenu   = GetComponent <MoveConfirmMenu>();

            camMovement  = GetComponent <CameraMovement>();
            storeTargets = new List <Character>();

            if (camera == null)
            {
                camera = Camera.main;
            }


            characters           = new List <Character>();
            enemies              = new List <Character>();
            deadCharactersREVIVE = new List <Character>();

            // Activate own and enemy team from battleManager, and move enemy team into this scene
            battleManager.playerTeam.gameObject.SetActive(true);
            battleManager.enemyTeam.gameObject.SetActive(true);
            SceneManager.MoveGameObjectToScene(battleManager.enemyTeam.gameObject, gameObject.scene);

            enemyBehav = battleManager.enemyTeam.GetComponentsInChildren <EnemyBehaviour>(true);

            GameObject go = Instantiate(selector);

            selector = go;
            selector.SetActive(false);

            // move Selector into this scene
            SceneManager.MoveGameObjectToScene(selector, this.gameObject.scene);


            //game over menu stuff
            GameOverUI = GameObject.Find("GameOverMenu");

            GameOverTextLose = GameObject.Find("LoseText");
            GameOverTextWin  = GameObject.Find("WinText");

            GameOverUI.SetActive(false);
            GameOverNext.gameObject.SetActive(false);
            GameOverInfo.gameObject.SetActive(false);
            GameOverTextLose.SetActive(false);
            GameOverTextWin.SetActive(false);
            descriptionUI.gameObject.SetActive(false);

            //grabbing players/enemies from the scene to fill lists
            characters.AddRange(battleManager.playerTeam.GetComponentsInChildren <Character>(true));


            //sort player list based on their choiceOrder number(so you can make it that the closest one to the screen picks first ect)
            List <Character> sortedList = characters.OrderBy(o => o.ChoiceOrder).ToList();

            characters         = sortedList;
            battleUIController = GetComponent <BattleUIController>();
            battleUIController.UISetup(characters);

            //setting all characters to be inactive
            foreach (Character chara in characters)
            {
                chara.ActivePlayer = false;
            }

            //TODO place characters in scene positions based on this order (ie List<Transform> playerPositions and List<Transform> enemyPositions)

            enemies.AddRange(battleManager.enemyTeam.GetComponentsInChildren <Character>(true));

            //////PLACES CHARACTERS TO PRE-SET LOCATIONS
            foreach (Character chara in characters)
            {
                //chara.GetComponent<ButtonBehaviour>().Setup(buttonBehaviourObjects);
                chara.GetComponent <TargetSelection>().Init(this.gameObject, camera);
            }

            // place player team in set positions
            for (int i = 0; i < playerPositions.Count && i < characters.Count; ++i)
            {
                characters[i].transform.position = playerPositions[i].position;
                characters[i].transform.rotation = playerPositions[i].rotation;
            }
            //////

            List <Character> tmp = new List <Character>();

            //when battle reentered, forces any dead characters to act like it
            foreach (Character chara in characters)
            {
                if (chara.Hp <= 0)
                {
                    tmp.Add(chara);
                    Death(chara, tmp);
                }
            }

            //moving enemies into position
            for (int i = 0; i < enemyPositions.Count && i < enemies.Count; ++i)
            {
                enemies[i].transform.position = enemyPositions[i].position;
                enemies[i].transform.rotation = enemyPositions[i].rotation;
            }

            //shows enemy ui
            foreach (Character enemy in enemies)
            {
                enemy.GetComponent <EnemyUI>().enemyUISetup(uiCanvas);
            }
            foreach (Character enemy in enemies)
            {
                enemy.GetComponent <EnemyUI>().ShowUI();
            }

            turnBehaviour.Setup(characters, enemies);

            result = EBattleResult.Flee;

            // initialize XP to 0
            xpEarned = 0;

            //starting game loops
            StartCoroutine(GameLoop());
        }