// Use this for initialization void Start() { // Initialize boss. boss = new Boss(); bossFlasher = bossImageObj.GetComponent <ColorFlasher>(); bossHpBar = bossHpBarObj.GetComponent <ScalingBar>(); bossHpBar.maxValue = boss.hp; bossHpBar.curValue = boss.hp; // Initialize characters. characters = new List <Character>(); characters.Add(new Character().setMaxHp(150)); // Warrior gets more hp characters.Add(new Character().setMovespeed(400f)); // Thief moves faster characters.Add(new Character()); currentCharacterHpBar = thiefHpBarObj.GetComponent <ScalingBar>(); currentCharacterHpBar.maxValue = characters[1].hp; currentCharacterHpBar.curValue = characters[1].hp; currentCharacterHpBar = mageHpBarObj.GetComponent <ScalingBar>(); currentCharacterHpBar.maxValue = characters[2].hp; currentCharacterHpBar.curValue = characters[2].hp; currentCharacterHpBar = warriorHpBarObj.GetComponent <ScalingBar>(); currentCharacterHpBar.maxValue = characters[0].hp; currentCharacterHpBar.curValue = characters[0].hp; randSpawner = randomSpawnerObj.GetComponent <RandomSpawner>(); // Initialize GUI things. attackButtonPosition = attackButton.GetComponent <RectTransform>().anchoredPosition; itemButtonPosition = itemButton.GetComponent <RectTransform>().anchoredPosition; magicButtonPosition = magicButton.GetComponent <RectTransform>().anchoredPosition; warriorPanelPosition = warriorPanel.GetComponent <RectTransform>().anchoredPosition; thiefPanelPosition = thiefPanel.GetComponent <RectTransform>().anchoredPosition; magePanelPosition = magePanel.GetComponent <RectTransform>().anchoredPosition; commandSelectorRect = commandSelector.GetComponent <RectTransform>(); characterSelectorRect = characterSelector.GetComponent <RectTransform>(); turnBar = turnBarObj.GetComponent <ScalingBar>(); turnBar.maxValue = turnDuration; turnBar.curValue = 0; turnBarFlasher = turnBarHighlightObj.GetComponent <ColorFlasher>(); soundController = soundObj.GetComponent <SoundController>(); pointer = FindObjectOfType <PointerController>(); pointer.setCharacter(currentCharacter); }
/// Changes character and starts the next turn. private void changeCharacter(CHARACTER_TYPE character) { characterDied = false; pointer.start(); currentCharacter = character; pointer.setCharacter(character); switch (character) { case CHARACTER_TYPE.WARRIOR: currentCharacterHpBar = warriorHpBarObj.GetComponent <ScalingBar>(); break; case CHARACTER_TYPE.THIEF: currentCharacterHpBar = thiefHpBarObj.GetComponent <ScalingBar>(); break; case CHARACTER_TYPE.MAGE: currentCharacterHpBar = mageHpBarObj.GetComponent <ScalingBar>(); break; } pointer.speed = characters[(int)currentCharacter].getMovespeed(); turnReset(); }