Exemplo n.º 1
0
    /////////////////////////////////////////////
    /// Functions
    /////////////////////////////////////////////


    //initialize variables
    public void Setup()
    {
        extraText  = GameObject.Find(EXTRA_CANVAS).transform.Find(TEXT_OBJ).GetComponent <Text>();
        turnText   = GameObject.Find(TURN_CANVAS).transform.Find(TEXT_OBJ).GetComponent <Text>();
        charSheet  = GameObject.Find(CHAR_SHEET_OBJ).GetComponent <CharacterSheetBehavior>();
        undoButton = GameObject.Find(UNDO_BUTTON_OBJ);
        ToggleUndoButton();
        momentumText     = GameObject.Find(MOMENTUM_OBJ).GetComponent <Text>();
        deckOrganizer    = GameObject.Find(COMBAT_CARD_ORGANIZER).transform;
        discardOrganizer = GameObject.Find(DISCARD_ORGANIZER).transform;
        combatDeck.Clear();         //sanity check
        combatDeck = CreateCombatDeck();
    }
    /// <summary>
    /// Don't let the sheet drift over time; make sure it's at the final location when the task is done.
    /// Then change the sheet's state.
    /// </summary>
    protected override void Cleanup()
    {
        sheet.position = endLoc;

        CharacterSheetBehavior sheetBehavior = sheet.GetComponent <CharacterSheetBehavior>();

        if (intendedMove == Move.Pick_up)
        {
            sheetBehavior.ChangeCurrentStatus(CharacterSheetBehavior.SheetStatus.Displayed);
        }
        else
        {
            sheetBehavior.ChangeCurrentStatus(CharacterSheetBehavior.SheetStatus.Hidden);
        }
    }
Exemplo n.º 3
0
    /////////////////////////////////////////////
    /// Fields
    /////////////////////////////////////////////


    //initialize variables and listen for phase-end events, so that the phase-end button behaves properly.
    public virtual void Setup()
    {
        speechBalloon   = Resources.Load <GameObject>(BALLOON_OBJ);
        chatContent     = GameObject.Find(CHAT_OBJ).transform.Find(VIEWPORT_OBJ).Find(CONTENT_OBJ);
        phaseOverButton = GameObject.Find(PHASE_BUTTON_OBJ);
        phaseText       = phaseOverButton.transform.Find(TEXT_OBJ).GetComponent <TextMeshProUGUI>();
        phaseOverButton.SetActive(false);
        undoButton = GameObject.Find(UNDO_BUTTON_OBJ);
        undoButton.SetActive(false);
        explainButton = GameObject.Find(EXPLAIN_BUTTON_OBJ);
        explainButton.SetActive(false);
        tutorialButton = GameObject.Find(TUTORIAL_BUTTON_OBJ);
        tutorialButton.SetActive(false);
        Services.Events.Register <PhaseStartEvent>(PhaseStartHandling);


        //piece explanation button setup
        explainButton.GetComponent <ExplainButtonBehavior>().Setup();


        //turn UI setup
        turnText   = GameObject.Find(TURN_CANVAS).transform.Find(TURN_TEXT_OBJ).GetComponent <TextMeshProUGUI>();
        turnMarker = GameObject.Find(TURN_CANVAS).transform.Find(TURN_MARKER_OBJ).GetComponent <RectTransform>();


        //wave UI setup
        waveText   = GameObject.Find(TURN_CANVAS).transform.Find(WAVE_TEXT_OBJ).GetComponent <TextMeshProUGUI>();
        waveMarker = GameObject.Find(TURN_CANVAS).transform.Find(WAVE_MARKER_OBJ).GetComponent <RectTransform>();


        //phase reminder setup
        phaseReminder = GameObject.Find(PHASE_OBJ).GetComponent <TextMeshProUGUI>();


        //character sheet setup
        charSheet = GameObject.Find(CHAR_SHEET_OBJ).GetComponent <CharacterSheetBehavior>();


        //combat deck setup
        deckOrganizer    = GameObject.Find(COMBAT_CARD_ORGANIZER).transform;
        discardOrganizer = GameObject.Find(DISCARD_ORGANIZER).transform;
        combatDeck.Clear();         //sanity check
        combatDeck = CreateCombatDeck();


        //attacker decklist setup
        deckList             = GameObject.Find(DECK_LIST_CANVAS).transform.Find(DECK_LIST_LEFT_OBJ).GetComponent <TextMeshProUGUI>();
        deckListOverflow     = GameObject.Find(DECK_LIST_CANVAS).transform.Find(DECK_LIST_CENTER_OBJ).GetComponent <TextMeshProUGUI>();
        deckListMoreOverflow = GameObject.Find(DECK_LIST_CANVAS).transform.Find(DECK_LIST_RIGHT_OBJ).GetComponent <TextMeshProUGUI>();
        RewriteDecklist();


        //speech balloon setup
        attackerBalloonStart = GameObject.Find(BALLOON_START_OBJ).transform.position;


        //tutorial canvas setup
        tutorialCanvas = GameObject.Find(TUTORIAL_CANVAS_OBJ);
        tutText        = tutorialCanvas.transform.Find(TUTORIAL_TEXT_OBJ).GetComponent <TextMeshProUGUI>();
        tutorialCanvas.SetActive(false);
    }