Пример #1
0
    // Start is called before the first frame update
    void Start()
    {
        Character Player1 = Character1.GetComponent <Character>();
        Character Player2 = Character2.GetComponent <Character>();
        Character Player3 = Character3.GetComponent <Character>();
        Character Player4 = Character4.GetComponent <Character>();
        Enemy     Enemy1  = EnemyBattler.GetComponent <Enemy>();

        //Jag vet inget mer effektivt sätt att samla allt i en Public lista än det här
        CharacterList.Add(Player1);
        CharacterList.Add(Player2);
        CharacterList.Add(Player3);
        CharacterList.Add(Player4);

        EnemyList.Add(Enemy1);

        PositionList.Add(Character1);
        PositionList.Add(Character2);
        PositionList.Add(Character3);
        PositionList.Add(Character4);

        attackButton.onClick.AddListener(Attack);
        skillButton.onClick.AddListener(Skills);
        personaButton.onClick.AddListener(Personas);
        guardButton.onClick.AddListener(Guard);

        cancel.onClick.AddListener(Cancel);

        dataHandler = dataHandlerOBJ.GetComponent <Ownership>();
    }
Пример #2
0
    public void StartNPCBattle(Character2 character2, Character2 npc)
    {
        this.character2 = character2;
        this.npc        = npc;

        isNPCbattle = true;

        player = character2.GetComponent <PlayerMovement>();
        boss   = npc.GetComponent <BossController>();
        StartCoroutine(SetUpBattle());
    }
Пример #3
0
    public void SetCharactersInit(GameObject C1, GameObject C2)
    {
        Character1 = (GameObject)Instantiate(C1, CharacterPos1.position, Quaternion.identity);
        Character2 = (GameObject)Instantiate(C2, CharacterPos2.position, Quaternion.identity);

        Character1.transform.SetParent(CharacterPos1);
        Character2.transform.SetParent(CharacterPos2);

        CharacterBase1 = Character1.GetComponent <CharacterBase>();
        CharacterBase2 = Character2.GetComponent <CharacterBase>();

        CharacterPos1.GetComponent <TriggerRange>().m_CharacterBase = CharacterBase1;
        CharacterPos2.GetComponent <TriggerRange>().m_CharacterBase = CharacterBase2;
    }