// Start is called before the first frame update void Start() { allSeeingEye = GameObject.Find("Illuminatti").GetComponent <All_Seeing_Eye>(); allSeeingEye.RegisterTurnTickCallback(HandleTurnTickCallbackDelegate); frameScaleX = transform.localScale.x; }
// Start is called before the first frame update void Start() { destination = new Vector2(); line = transform.GetComponent <LineRenderer>(); line.SetPosition(0, transform.position); line.startColor = Color.black; line.endColor = Color; arrow = transform.Find("Arrow").gameObject; attackAnimation = transform.Find("Attack_Anim").gameObject; finalPosition = transform.Find("Final Position").gameObject; allSeingEye = GameObject.Find("Illuminatti").gameObject.GetComponent <All_Seeing_Eye>(); animator = GetComponent <Animator>(); sprite = GetComponent <SpriteRenderer>(); initialHealth = health; healthBar = transform.Find("HealthBar").transform; initialHealthBarSize = healthBar.localScale.x; //Callback registration allSeingEye.RegisterTurnEndCallback(HandleOnTurnEndCallbackDelegate); allSeingEye.RegisterMovementCallback(HandleMovementCallbackDelegate); allSeingEye.RegisterActionCallback(HandleActionCallbackDelegate); allSeingEye.RegisterActionEndCallback(HandleActionEndCallbackDelegate); }
private void RegisterStateMachine() { allSeingEye = GameObject.Find("Illuminatti").gameObject.GetComponent <All_Seeing_Eye>(); allSeingEye.RegisterTurnEndCallback(HandleOnTurnEndCallbackDelegate); allSeingEye.RegisterMovementEndCallback(HandleActionStartCallbackDelegate); }