Exemplo n.º 1
0
    // Use this for initialization
    void Start()
    {
        initStats(table);
        Resistances = new List <CharacterStat>();
        Resistances.Add(burningResist);
        Resistances.Add(coldResist);
        Resistances.Add(corrosionResist);
        Resistances.Add(infestionResist);
        Resistances.Add(poisonResist);
        Resistances.Add(stopResist);
        Resistances.Add(crippleResist);
        Resistances.Add(stunResist);
        Resistances.Add(silenceResist);
        Resistances.Add(breakResist);
        Resistances.Add(thornResist);
        Resistances.Add(blindsightResist);
        Resistances.Add(rageResist);
        Resistances.Add(dazzleResist);

        moved      = 0;
        stts       = Status.idol;
        dir        = new Vector2(0, 0);
        reachable  = new List <Tile>();
        past       = new List <Tile>();
        manager    = GameObject.Find("GameManager").GetComponent <GameManager>();
        ActionText = GameObject.Find("ActionText").GetComponent <UnityEngine.UI.Text>();
        button     = GameObject.Find("ButtonListener").GetComponent <ButtonListen>();
        HPtm       = transform.GetChild(0).GetComponent <TextMesh>();
        ACtm       = transform.GetChild(1).GetComponent <TextMesh>();
        HPtm.text  = "" + HP.remain + "/" + mind.remain;
    }
Exemplo n.º 2
0
        void ReleaseDesignerOutlets()
        {
            if (ButtonIsAvailable != null)
            {
                ButtonIsAvailable.Dispose();
                ButtonIsAvailable = null;
            }

            if (ButtonIsEnabled != null)
            {
                ButtonIsEnabled.Dispose();
                ButtonIsEnabled = null;
            }

            if (ButtonGetLocation != null)
            {
                ButtonGetLocation.Dispose();
                ButtonGetLocation = null;
            }

            if (ButtonGetAddress != null)
            {
                ButtonGetAddress.Dispose();
                ButtonGetAddress = null;
            }

            if (ButtonListen != null)
            {
                ButtonListen.Dispose();
                ButtonListen = null;
            }

            if (LabelIsAvailable != null)
            {
                LabelIsAvailable.Dispose();
                LabelIsAvailable = null;
            }

            if (LabelIsEnabled != null)
            {
                LabelIsEnabled.Dispose();
                LabelIsEnabled = null;
            }

            if (LabelPosition != null)
            {
                LabelPosition.Dispose();
                LabelPosition = null;
            }

            if (LabelListenPosition != null)
            {
                LabelListenPosition.Dispose();
                LabelListenPosition = null;
            }
        }
Exemplo n.º 3
0
    // Use this for initialization
    void Awake()
    {
        turns    = 1;
        tileMask = 1 << 1;
        mapGen();
        aligns.Add(PlayerControl.Alignment.OverJustice);
        aligns.Add(PlayerControl.Alignment.Neutral);
        alignUnits     = new List <List <PlayerControl> >();
        alignFantasies = new List <int>();

        masters = new List <PlayerControl>();
        AP      = new List <int>();
        for (int i = 0; i < aligns.Count; i++)
        {
            alignUnits.Add(new List <PlayerControl>());
            masters.Add(Instantiate(masterTable[i], new Vector3(0, 0, -1), new Quaternion(0, 0, 0, 0)).GetComponent <PlayerControl>());
            alignUnits[i].Add(masters[i]);
            alignFantasies.Add(70);
            masters[i].leading = OnMap(-2 + i * 4, -1 + i * 2);
            masters[i].GetComponent <Rigidbody2D>().MovePosition(masters[i].leading.transform.position);
            masters[i].leading.unit = masters[i];
            masters[i].align        = aligns[i];
            masters[i].isMaster     = true;
            masters[i].canSummon    = true;
            //PlayerControl[] allUnits = (PlayerControl[])GameObject.FindObjectsOfType(typeof(PlayerControl));
            AP.Add(0);
            //for( int j = 0; j < allUnits.Length; j++ ) {
            //if( allUnits[j].align == aligns[i] ) {
            //Debug.Log(allUnits[j]);
            //alignUnits[i].Add( allUnits[j] );
            //}
            //}
        }
        mastersAlive = masters.Count;

        summonPanel.setSprites(buildTable);

        resetAP();
        activeUnit       = null;
        fantasyText.text = "" + alignFantasies[actionAlign];
        alignText.text   = "Turn" + turns + "-" + aligns[actionAlign];
        button           = GameObject.Find("ButtonListener").GetComponent <ButtonListen>();
    }