public void Start() { Debug.Log("Starting"); //one time run to add dictionary entries of cardMechanic enums and text descriptions CardTagManager.CardTagDictionaryInitialize(); //initial caching of player stats playerFunctions = player.GetComponent <PlayerFunctions>(); //for just copying the default energy and draws from playerFunctions //defaultEnergy = player.GetComponent<PlayerFunctions>().defaultEnergy; //Draw = player.GetComponent<PlayerFunctions>().defaultDraw; //DrawHand(); ////sends default energy to updater //EnergyUpdater(defaultEnergy); //DeckUpdater(); d_StartTurn += StartTurn; d_StartTurn += enemyHolder.GetComponent <EnemyAIManager>().EnemyStart; d_StartTurn += player.GetComponent <PlayerFunctions>().PlayerTurn; //d_StartTurn += Player.GetComponent<AbilityManager>().EnableAbilities; //d_StartTurn += Player.GetComponent<PlayerFunctions>().AlterPlayerCreativity; //d_StartTurn += playerFunctions.StartTurnUpdates; d_StartTurn(); }
void Start() { //takes card SO list of tags and imports to card tag list here tagsList.AddRange(gameObject.GetComponent <Display>().card.cardTags); foreach (CardMechanics tag in tagsList) { //create popup fields GameObject popupDesc = Instantiate(popupPrefab, descriptionLayoutHolder.transform); RectTransform popupDescRect = popupDesc.GetComponent <RectTransform>(); uiText = popupDesc.GetComponent <TextMeshProUGUI>(); uiText.text = CardTagManager.GetCardTagDescriptions(tag); //popupDesc.GetComponent<Text>().text = CardTagManager.GetCardTagDescriptions(tag); popupPosList.Add(popupDescRect); } }