// Use this for initialization void Start() { initStats(table); Resistances = new List <CharacterStat>(); Resistances.Add(burningResist); Resistances.Add(coldResist); Resistances.Add(corrosionResist); Resistances.Add(infestionResist); Resistances.Add(poisonResist); Resistances.Add(stopResist); Resistances.Add(crippleResist); Resistances.Add(stunResist); Resistances.Add(silenceResist); Resistances.Add(breakResist); Resistances.Add(thornResist); Resistances.Add(blindsightResist); Resistances.Add(rageResist); Resistances.Add(dazzleResist); moved = 0; stts = Status.idol; dir = new Vector2(0, 0); reachable = new List <Tile>(); past = new List <Tile>(); manager = GameObject.Find("GameManager").GetComponent <GameManager>(); ActionText = GameObject.Find("ActionText").GetComponent <UnityEngine.UI.Text>(); button = GameObject.Find("ButtonListener").GetComponent <ButtonListen>(); HPtm = transform.GetChild(0).GetComponent <TextMesh>(); ACtm = transform.GetChild(1).GetComponent <TextMesh>(); HPtm.text = "" + HP.remain + "/" + mind.remain; }
void ReleaseDesignerOutlets() { if (ButtonIsAvailable != null) { ButtonIsAvailable.Dispose(); ButtonIsAvailable = null; } if (ButtonIsEnabled != null) { ButtonIsEnabled.Dispose(); ButtonIsEnabled = null; } if (ButtonGetLocation != null) { ButtonGetLocation.Dispose(); ButtonGetLocation = null; } if (ButtonGetAddress != null) { ButtonGetAddress.Dispose(); ButtonGetAddress = null; } if (ButtonListen != null) { ButtonListen.Dispose(); ButtonListen = null; } if (LabelIsAvailable != null) { LabelIsAvailable.Dispose(); LabelIsAvailable = null; } if (LabelIsEnabled != null) { LabelIsEnabled.Dispose(); LabelIsEnabled = null; } if (LabelPosition != null) { LabelPosition.Dispose(); LabelPosition = null; } if (LabelListenPosition != null) { LabelListenPosition.Dispose(); LabelListenPosition = null; } }
// Use this for initialization void Awake() { turns = 1; tileMask = 1 << 1; mapGen(); aligns.Add(PlayerControl.Alignment.OverJustice); aligns.Add(PlayerControl.Alignment.Neutral); alignUnits = new List <List <PlayerControl> >(); alignFantasies = new List <int>(); masters = new List <PlayerControl>(); AP = new List <int>(); for (int i = 0; i < aligns.Count; i++) { alignUnits.Add(new List <PlayerControl>()); masters.Add(Instantiate(masterTable[i], new Vector3(0, 0, -1), new Quaternion(0, 0, 0, 0)).GetComponent <PlayerControl>()); alignUnits[i].Add(masters[i]); alignFantasies.Add(70); masters[i].leading = OnMap(-2 + i * 4, -1 + i * 2); masters[i].GetComponent <Rigidbody2D>().MovePosition(masters[i].leading.transform.position); masters[i].leading.unit = masters[i]; masters[i].align = aligns[i]; masters[i].isMaster = true; masters[i].canSummon = true; //PlayerControl[] allUnits = (PlayerControl[])GameObject.FindObjectsOfType(typeof(PlayerControl)); AP.Add(0); //for( int j = 0; j < allUnits.Length; j++ ) { //if( allUnits[j].align == aligns[i] ) { //Debug.Log(allUnits[j]); //alignUnits[i].Add( allUnits[j] ); //} //} } mastersAlive = masters.Count; summonPanel.setSprites(buildTable); resetAP(); activeUnit = null; fantasyText.text = "" + alignFantasies[actionAlign]; alignText.text = "Turn" + turns + "-" + aligns[actionAlign]; button = GameObject.Find("ButtonListener").GetComponent <ButtonListen>(); }