// The turn order goes like this: // Start: this is the start of the battle, only once per battle // repeat Upkeep, UnitSelectAction, UnitSelectTarget, AttackPhase, CleanUp, // Select target: only when some skill is used that requires a target. // if one team is out of health Won/Lost state void Start() { winLoseElement.SetActive(false); commandSelector = GameObject.FindObjectOfType <BattleCommandSelector>().GetComponent <BattleCommandSelector>(); targetSelector = GameObject.FindObjectOfType <BattleTargetSelector>().GetComponent <BattleTargetSelector>(); itemSelector = GameObject.FindObjectOfType <BattleItemSelector>().GetComponent <BattleItemSelector>(); currentState = new StartState(this); SetupBattle(); HideCommandSelector(); targetSelector.Hide(); itemSelector.Hide(); }
public SelectItemState(BattleSystem owner, InventorySO inventory, CommandParams commandParams) : base(owner) { this.commandParams = commandParams; this.inventory = inventory; itemSelector = GameObject.FindObjectOfType <BattleItemSelector>().GetComponent <BattleItemSelector>(); }