// Use this for initialization void Start() { GameObject clan = GameObject.Find ("Clan"); theClan = clan.GetComponent<Clan>(); GameObject cam = GameObject.Find ("MainCamera"); ourCam = cam.GetComponent<Camera>(); GameObject listener = GameObject.Find ("ClanGUI"); Listener = listener.GetComponent<GUIListener>(); GameObject guicam = GameObject.Find ("GuiCamera"); guiCam = guicam.GetComponent<Camera>(); GameObject target = GameObject.Find("FirstSprite"); spriteToMove = target.GetComponent<faceMover>(); Listener.guiCam = guiCam; placeList = new Place[transform.childCount]; int i = 0; foreach (Transform child in transform) { placeList[i] = child.GetComponent<Place>(); Debug.Log(i +": "+ placeList[i].placeName); i++; } currentPlace = placeList [0]; targetPlace = placeList [0]; Debug.Log ("Current Place: " + currentPlace.placeName); }
// Use this for initialization void Start() { turnOrder.gameState = TurnOrder.MacroState.Placement; GameObject stackage = GameObject.Find("Stats"); turnOrder.turnOrderGui.iconPackage = stackage.GetComponent<StatTextures>(); float scalar = Mathf.Max (height / 6f, width/12f); sq.transform.localScale = new Vector3(1/scalar, 1/scalar, 1); float sqWidth = sq.icon.textureRect.width; sqExtents = sq.icon.bounds.extents; sqExtents.x = sqExtents.x * sq.transform.localScale.x; sqExtents.y = sqExtents.y * sq.transform.localScale.y; Debug.Log("Sq Width: "+sqWidth); Debug.Log("Sq Extents: "+sqExtents); lowerLeft = new Vector3(0- (width-1) * sqExtents.x, 0-(height-1) * sqExtents.y, 0); board = new SquareIcon[height, width]; for(int column = 0; column < width; column++){ for (int row = 0; row < height; row++){ board[row, column] = Instantiate(sq, new Vector3(lowerLeft.x + column*sqExtents.x*2, lowerLeft.y + row*sqExtents.y*2, 0), Quaternion.identity) as SquareIcon; board[row,column].row = row; board[row,column].col = column; } } GameObject clanObj = GameObject.Find ("Clan"); theClan = clanObj.GetComponent<Clan>(); Debug.Log ("Found clan with members: " + theClan.clanMembers.Count); GameObject clanGuiObj = GameObject.Find ("ClanGUI"); clanGui = clanGuiObj.GetComponent<GUIListener>(); clanGui.guiCam = myCam; CombatCharacter blankGob = (CombatCharacter) library.getAssetByName("goblin"); List<CombatCharacter> creeps = new List<CombatCharacter>(); int numGobs = 3; for(int i = 0; i < numGobs; i++) creeps.Add (blankGob); CombatCharacter blankHero = (CombatCharacter) library.getAssetByName("blankcharacter"); List<CombatCharacter> heroes = new List<CombatCharacter>(); foreach (Character hero in theClan.clanMembers){ heroes.Add (blankHero); } PopulateFighters(creeps, heroes); toBePlaced = new Queue<CombatCharacter>(turnOrder.fighters); }