private void Awake() { _combatManager = FindObjectOfType <CombatManager>(); _UIManager = FindObjectOfType <UIManager>(); _unitHUDInfo = FindObjectOfType <UnitHUDInfo>(); StartCoroutine(_UIManager.ToggleImage(_UIManager.endTurnGO, false)); }
private void Awake() { _devManager = FindObjectOfType <DevManager>(); _combatManager = FindObjectOfType <CombatManager>(); _skillUIManager = FindObjectOfType <SkillUIManager>(); _unitHudInfo = FindObjectOfType <UnitHUDInfo>(); }
private void Awake() { _devManager = FindObjectOfType <DevManager>(); skillUIManager = FindObjectOfType <SkillUIManager>(); uIManager = FindObjectOfType <UIManager>(); _unitHudInfo = FindObjectOfType <UnitHUDInfo>(); _animatorController = FindObjectOfType <AnimatorController>(); StartCoroutine(uIManager.ToggleImage(uIManager.startFightGO, true)); // Toggle start button on StartCoroutine(uIManager.ToggleImage(uIManager.selectedUnitPortraitsGO, true)); }
public void ActiveSkillToggleUI() { // Sets skill active as true _combatManager.activeAttackBar.UpdateActiveSkill(true); // Set active skill _unitHudInfo = FindObjectOfType <UnitHUDInfo>(); _unitHudInfo.SetActiveSkill(unit, skillData); _combatManager.SetActiveSkill(skillData); // toggle correct unit select images based onskill _combatManager.ToggleUnitSelectImages(_combatManager.activeSkill); _unitHudInfo.DisableAllSkillSelectionImages(); // Disable all skill selection images ToggleSelectionImage(true); // Toggle selection image of selected skill icon }
private void Awake() { _unitHudInfo = FindObjectOfType <UnitHUDInfo>(); _combatManager = FindObjectOfType <CombatManager>(); }