Holds arbitrary data for the battle system. Handles initialization of rosters
Наследование: MonoBehaviour
    public TeamRosterInitSequence(CyclicBarrierSequence barrierSequence, BattleDataHolder battleDataHolder)
        : base(barrierSequence)
    {
        this.battleDataHolder = battleDataHolder;

        EventBroadcaster.Instance.AddObserver(EventNames.ON_UNIT_INITIALIZE_SUCCESS, this.OnUnitInstantiateSuccess);
    }
Пример #2
0
    private void Awake()
    {
        _battledata       = BattleDataHolder.Instance;
        _battlecontroller = BattleController.Instance;

        Instantiate(_battledata.CurrentBattleData.CharacterModel, this.transform.position, this.transform.rotation, this.transform);
        _battlecontroller.enemy = _battledata.CurrentBattleData.enemyData;
    }
Пример #3
0
    void OnEnable()
    {
        BattleDataHolder dataHolder = BattleDataHolder.Instance;
        Inventory        inventory  = Inventory.Instance;

        charname.text    = dataHolder.championInfos[inventory.ChampionVictories].Name;
        description.text = dataHolder.championInfos[inventory.ChampionVictories].Info;
        day.text         = dataHolder.championInfos[inventory.ChampionVictories].DayLimit.ToString();
        portrait.sprite  = dataHolder.championInfos[inventory.ChampionVictories].Portarit;
    }
Пример #4
0
 private void Awake()
 {
     if (Instance == null)
     {
         Instance = this;
         DontDestroyOnLoad(gameObject);
     }
     else
     {
         Destroy(gameObject);
     }
 }
    public TeamRosterInitSequence(CyclicBarrierSequence barrierSequence, BattleDataHolder battleDataHolder) : base(barrierSequence)
    {
        this.battleDataHolder = battleDataHolder;

        EventBroadcaster.Instance.AddObserver(EventNames.ON_UNIT_INITIALIZE_SUCCESS, this.OnUnitInstantiateSuccess);
    }