public void Start() { foreach (Transform child in this.transform) { MonoBehaviour.Destroy(child.gameObject); } if (this.attributePanelUI == null) { GameObject tempObj = GameObject.FindGameObjectWithTag("AIAttributePanel"); this.attributePanelUI = tempObj.GetComponent <AttributePanelUI>(); if (this.attributePanelUI == null) { Debug.LogError("Something is wrong. Please check."); } } //this.levelTier = MonoBehaviour.Instantiate(this.customFieldPrefab) as GameObject; //Text title = this.levelTier.GetComponent<Text>(); //title.text = "Level Tier"; //InputField inputField = this.levelTier.GetComponent<InputField>(); //inputField.text = "1"; //this.levelTier.transform.SetParent(this.transform); foreach (Category cat in Category.Values) { GameObject temp = MonoBehaviour.Instantiate(this.customFieldPrefab) as GameObject; Text text = temp.GetComponentInChildren <Text>(); if (text != null) { text.text = cat.name; } InputField field = temp.GetComponentInChildren <InputField>(); if (field != null) { field.text = cat.name; } temp.transform.SetParent(this.transform); RectTransform tempRect = temp.GetComponent <RectTransform>(); if (tempRect != null) { tempRect.localScale = Vector3.one; } } LevelRateHandler aiRateHandler = this.attributePanelUI.levelingRatesObject; if (aiRateHandler != null && aiRateHandler.allAttributes != null) { } }
public void Start() { if (this.attributePanelUI != null) { //This is only set if the game allows the player to do customizations to the AI players. //Else, the game is in the menu, with the AI players duking out in the background. this.aiLevelRateHandler = this.attributePanelUI.aiLevelingRatesObject; if (this.aiLevelRateHandler != null && this.aiLevelRateHandler.allAttributes != null) { List<LevelRate> healthList = this.aiLevelRateHandler.allAttributes[Category.Health.value]; List<LevelRate> attackList = this.aiLevelRateHandler.allAttributes[Category.Attack.value]; List<LevelRate> attackCooldownList = this.aiLevelRateHandler.allAttributes[Category.AttackCooldown.value]; List<LevelRate> speedList = this.aiLevelRateHandler.allAttributes[Category.Speed.value]; List<LevelRate> splitList = this.aiLevelRateHandler.allAttributes[Category.Split.value]; List<LevelRate> mergeList = this.aiLevelRateHandler.allAttributes[Category.Merge.value]; for (int i = 0; i < this.maxTiersLimit; i++) { TierUpgrade tierUpgrade = this.tiers[i]; tierUpgrade.health = healthList[i].rate; tierUpgrade.attack = attackList[i].rate; tierUpgrade.attackCooldown = attackCooldownList[i].rate; tierUpgrade.speed = speedList[i].rate; tierUpgrade.split = splitList[i].rate; tierUpgrade.merge = mergeList[i].rate; this.tiers[i] = tierUpgrade; } } else { Debug.LogError("Something is wrong. Please check."); } } }