Exemplo n.º 1
0
    public static BattleActionSelectionUI alloc(RectTransform p_actionSelectionMenuPrefab, GameObject p_currentBattleActionSelectionEntityCursorPrefab)
    {
        BattleActionSelectionUI l_ui = new BattleActionSelectionUI();

        l_ui.BattleActionSelectionUIGameObject = BattleActionSelectionUIGameObject.build(p_actionSelectionMenuPrefab);
        l_ui.Cursor = GameObject.Instantiate(p_currentBattleActionSelectionEntityCursorPrefab);
        l_ui.disable();
        return(l_ui);
    }
Exemplo n.º 2
0
    private void Start()
    {
        SceneGlobalObjects.MainCamera = GameObject.FindGameObjectWithTag(Tags.Main_Camera).GetComponent <Camera>();
        SceneGlobalObjects.MainCanvas = GameObject.FindGameObjectWithTag(Tags.Main_Canvas).GetComponent <Canvas>();
        SceneGlobalObjects.BattleActionSelectionUI = BattleActionSelectionUI.alloc(this.ActionSelectionMenuPrefab, this.CurrentBattleActionSelectionEntityCursorPrefab);
        SceneGlobalObjects.BattleTargetSelectionUI = BattleTargetSelectionUI.alloc(this.BattleTargetSelectionUIGameObjectPrefab);
        SceneGlobalObjects.PlayerTurnInputflow     = BattlePlayerSelectionFlow.build();

        Battle_Singletons.Alloc();
        Battle_Singletons._battleResolutionStep.BattleQueueEventInitialize_UserFunction = BattleAnimation.initialize_attackAnimation;
        Battle_Singletons._battleResolutionStep.BattleActionDecision_UserFunction       = BattleDecision_Specific.Interface.decide_nextAction;

        // Battle_Singletons._battleResolutionStep.BattleAction_OnCurrentActionExecuted_UserFunction = (BattleQueueEvent p_event) => { Battle_Singletons._battleActionSelection.on_battleActionCompleted(p_event); };

        BattleEntityComponent[] l_battleEntityComponents = GameObject.FindObjectsOfType <BattleEntityComponent>();
        for (int i = 0; i < l_battleEntityComponents.Length; i++)
        {
            l_battleEntityComponents[i].Initialize();
        }

        this.AtbUI = new ATB_UI();
        this.AtbUI.Initialize(this.ATB_Line_Prefab, Battle_Singletons._battleResolutionStep);
    }