예제 #1
0
    // Use this for initialization
    void Awake()
    {
        Toolbox toolboxInstance = Toolbox.Instance;

        // game boy battle scene
        if (toolboxInstance.battleScene.Equals("GameBoy"))
        {
            // add the component for the gameboy battle scene
            GameBoyLoadGame gameBoy = gameObject.AddComponent <GameBoyLoadGame>();
            gameboyCanvas.enabled = true;
            basicCanvas.enabled   = false;

            // set up some variables
            gameBoy.gameboyCharacter = gameboyCharacter;
            gameBoy.gameboyEnemy     = gameboyEnemy;
            gameBoy.tempPlayerXML    = tempPlayerXML;

            gameBoy.healthBarLostTick = healthBarLostTick;
            gameBoy.healthBarTick     = healthBarTick;

            Camera.main.orthographicSize = 1;

            Debug.Log("game boy battle scene");
        }

        // basic battle scene
        else
        {
            // add the component for the basic scene
            gameObject.AddComponent <LoadBattleScene>();
            gameboyCanvas.enabled = false;
            basicCanvas.enabled   = true;

            Camera.main.orthographicSize = 2;

            Debug.Log("basic battle scene");
        }
    }
예제 #2
0
    // maybe it should be up to the battle manager to store good guys and bad guys?



    // Use this for initialization
    void Start()
    {
        // if we have a gameboy game, delete this object
        if (Toolbox.Instance.battleScene != "GameBoy")
        {
            Destroy(this);
        }

        // The battle manager contains a list of scripts as attached to objects
        // INIT will get the list of objects and do some setup
        // DECIDE ON TURN will call the queue and toggle at this point
        // DECIDE ATTACK will simply call the units attack
        // PERFORM COMMANDS will perform the attack's commands
        // Check conditions will just determine if we are done with the round
        // WIN will fire the winning conditions off
        // LOSE will fire the losing conditions off

        // Battle Manager
        // - START / INIT
        // - DECIDE WHOSE TURN IT IS (speed and turn queue? - for now we'll just swap off in a simple turn based queue)
        // - DECIDE ATTACK (random if enemy)
        // - PERFORM COMMANDS
        // - CHECK CONDITIONS
        // - WIN
        // - LOSE

        currentState = BATTLE_STATES.START;
        sceneInit    = GameObject.Find("LoadScene").GetComponent <GameBoyLoadGame> ();



        Camera.main.orthographicSize   = 1;
        Camera.main.transform.position = new Vector3(-3.78f, -1.30f, -10);

        sceneInit.LoadCharacters();
    }