/// <summary> /// Singleton code. Will destroy any superfluous battle controllers that are in the scenes it loads into. /// When the battle processing is done, this object should be destroyed to make room for a new battle. /// </summary> void Awake() { DontDestroyOnLoad(gameObject); if (current_loader == null) //if we don't have a settings object { current_loader = this; } else //if it's already set { current_loader.spawnPoints = spawnPoints; //Set the spawn points to this one's Destroy(gameObject); //Destroy the new one } for (int i = 0; i < fighter_strings.Length; i++) { if (fighter_strings[i] != "") { FighterInfo info = FighterInfo.LoadFighterInfoFile(fighter_strings[i]); if (info != null) { fighters.Add(info); } } } }
void InitBattle() { isWalking = false; attacked = false; canGetEncounter = false; battleLoader = GameObject.FindWithTag("GameController").GetComponent <BattleLoader>(); battleLoader.LoadBattleScene(); }
// Nuke existing data and start fresh (Moved to Initializer) public static void ResetData() { // reset BattleLoader BattleLoader.ResetData(); // reset Shop Shop.ResetData(); }
// Start is called before the first frame update void Start() { // Load or Reload this dungeon BattleLoader.LoadLevel(dungeonLevel); // Set gold display partyGoldText.text = BattleLoader.Party.Gold.ToString(); }
// Runs the Initializer() method in each static script. The call is ignored if // a class has already been initialized. public static void Run() { //AudioManager initialized by GameAudioSource object InvData.Initialize(); BattleEnemyData.Initialize(); HeroSpriteData.Initialize(); BattleAbilityData.Initialize(); BattleLoader.Initialize(); Shop.Initialize(); TalkData.Initialize(); }
private void OnCollisionEnter2D(Collision2D collision) { if (collision.gameObject.CompareTag("Hero_Dungeon")) { // Refresh info SetInfo(); // Label as dead for the next reload of the scene info.IsDead = true; // Gather current status of all enemies in the dungeon scene, for reload later BattleLoader.UpdatePositions(collision.gameObject); // Load a battle based on the name of the creature encountered in the dungeon BattleLoader.LoadBattle(info.EnemyName); } }
//**************************************************************// // Function to draw the options for a battle void DrawButtonsOnList(string WWW_REsponse) { //Delete all buttons from the List foreach (GameObject Button in GOButtonList) { Destroy(Button); } // Check if there is a valid search if (WWW_REsponse.IndexOf("Error report") != 56) { // parse the JSON from WEB to an Array JSONNode N = JSON.Parse(WWW_REsponse); // if the list is not empty if (N != null) { for (int i = 0; i < N.Count; i++) { // create a new prefab of a buttom and add to the list and to the list of objects GameObject newButton = Instantiate(BattleButton) as GameObject; newButton.transform.parent = ListOfButtons.transform; GOButtonList.Add(newButton); //Position the button using the Battlelist anchor as reference RectTransform Botao = newButton.GetComponents <RectTransform> () [0]; Botao.localPosition = new Vector2(0, -10 - Botao.sizeDelta.y * i); //Resize the button Botao.sizeDelta = new Vector2(-20, Botao.sizeDelta.y); // Change the data inside the button Text ButtonText = (Text)newButton.GetComponentInChildren <Text>(); ButtonText.text = N[i]["battleTitle"].Value; BattleLoader Loader = (BattleLoader)newButton.GetComponent <BattleLoader>(); Loader.BattleID = N[i]["battleID"].Value; } //get rectransform from the battleList and set a minimal size RectTransform Quadradinho = (RectTransform)ListOfButtons.GetComponent <RectTransform>(); Quadradinho.sizeDelta = new Vector2(Quadradinho.offsetMin.x, 50 * N.Count + 30); } } }