public void Awake() { instance = this; //thisObj=gameObject; //rectT=thisObj.GetComponent<RectTransform>(); AbilityManagerUnit abManagerUnit = (AbilityManagerUnit)FindObjectOfType(typeof(AbilityManagerUnit)); if (abManagerUnit != null) { abManagerUnit.Init(); } InitiateElement(); abilityTooltipObj.SetActive(false); }
void Awake() { instance = this; PerkManager perkManager = (PerkManager)FindObjectOfType(typeof(PerkManager)); if (perkManager != null) { perkManager.Init(); } AbilityManagerUnit abManagerUnit = (AbilityManagerUnit)FindObjectOfType(typeof(AbilityManagerUnit)); if (abManagerUnit != null) { abManagerUnit.Init(); } availableUnitList = new List <Unit>(UnitDB.Load()); //load the unit from DB, you manually assign this if you want //since we are loading from DB, we dont want the AI unit, which started from 6 (so we remove them) while (availableUnitList.Count > 9) { availableUnitList.RemoveAt(availableUnitList.Count - 1); } //if this there isn't any save if (!PlayerPrefs.HasKey("TBTK_Demo")) { //for demo purpose, we are using perk currency as the universal currency //so we set the perk currency to our starting value and let PerkManager keep track of it PerkManager.SetPerkCurrency(startingCurrency); PlayerPrefs.SetInt("TBTK_Demo", 1); } else { //check with data to see if the scene is loaded from a battle if (TBData.BattleEndDataExist()) { List <TBDataUnit> dataList = TBData.GetEndData(0); //get the data, the ID is zero, since we start the battle with 0 //note that the faction in the battle scene is configured to load data from 0 too if (dataList != null) //add the unit based on the dataList { for (int i = 0; i < dataList.Count; i++) { selectedUnitList.Add(dataList[i].unit); } } for (int i = 0; i < selectedUnitList.Count; i++) //fill up the availableUnitMapList (for saving) { bool match = false; for (int n = 0; n < availableUnitList.Count; n++) //find the corresponding unit in availableList and add the index to selectedUnitMapList { if (selectedUnitList[i] == availableUnitList[n]) { selectedUnitMapList.Add(n); match = true; break; } } //if there's no match in availableUnitList, unit no longer available in game, remove it from selected list if (!match) { selectedUnitList.RemoveAt(i); i -= 1; } } _SaveLoadOut(); } else //if we are not loading the scene from a battle, load the selectedUnitList from previous save in stead of getting it from data { _LoadLoadOut(); } } }