public virtual void Atk(BattleMovement hero) { //Physics.CheckSphere(hero.transform.position + (hero.transform.forward * hero.mag), 1f); GameObject bullet = Instantiate(projectile, hero.transform.position + hero.transform.forward * (hero.mag), Quaternion.identity ) as GameObject; }
public void SetupDependecies (BattleManager battleManager, InputManager inputManager) { _battleManager = battleManager; _cursor = _battleManager.Cursor; _inputManager = inputManager; _battleMovement = _battleManager.BattleMovement; _overlaysManager = _battleManager.OverlaysManager; _cameraMover = _battleManager.CameraMover; }
//call before using this class public void SetupDependecies (BattleManager battleManager, InputManager inputManager, UnitToAttackInput unitToAttackInput) { _cursor = battleManager.Cursor; _battleManager = battleManager; _inputManager = inputManager; _unitToAttackInput = unitToAttackInput; _battleMovement = _battleManager.BattleMovement; _overlaysManager = _battleManager.OverlaysManager; }
public void SetupDependecies(BattleManager battleManager, InputManager inputManager, CombatManager combatManager) { _cursor = battleManager.Cursor; _battleManager = battleManager; _inputManager = inputManager; _combatManger = combatManager; _overlaysManager = battleManager.OverlaysManager; _battleMovement = battleManager.BattleMovement; }
private void Awake() { BattleTurnManager = GetComponent <BattleTurnManager>(); BattleMovement = new BattleMovement(OverlaysManager, BattleTurnManager); OverlaysManager.SetUp(BattleMovement, this); Cursor = CursorObject.GetComponent <Cursor>(); CombatManager = GetComponent <CombatManager>(); GameObject mainCameraGO = GameObject.FindGameObjectWithTag("MainCamera"); CameraMover = mainCameraGO.GetComponent <CameraMover>(); DefaultOverlay = Cursor.Overlay; }
//loads materials and assigns battleMovement public void SetUp(BattleMovement battleMovement, BattleManager battleManager) { if (!_overlaysSetUp) { _overlaysSetUp = true; _rangeOverlayMaterial = Resources.Load("Materials/UnitRangeOverlayMaterial") as Material; _enemiesOverlayMaterial = Resources.Load("Materials/EnemiesOverlayMaterial") as Material; _attackOverlayMaterial = Resources.Load("Materials/AttackOverlayMaterial") as Material; } _battleManager = battleManager; _battleMovement = battleMovement; }
public void OnUnitDeath(Unit unit) { BattleMovement.UntrackEnemyRange(unit); BattleMovement.UpdateTrackedTiles(); OverlaysManager.UpdateTrackedOverlays(); }
// Use this for initialization void Start() { Ship = GameObject.FindGameObjectWithTag("PlayerBattle"); m_HandlerMovement = Ship.GetComponent<BattleMovement>(); m_PlayerWeapons = Ship.GetComponent<WeaponController>(); }
void Start() { m_TargetingComputer = gameObject.GetComponent<TargetingComputer>(); m_Core = gameObject.GetComponent<ShipCore>(); m_BattleMovement = gameObject.GetComponent<BattleMovement>(); m_CoreCollider = gameObject.GetComponentsInChildren<Collider>(); m_CastOffset = GetLengthOfShip(); StatRandomiser(MaxVariation, MinVariation); m_DangerDistance = m_Core.MaxSpeed * Caution; }