Пример #1
0
    //Called at the start of the level
    protected virtual void Start()
    {
        myInstance = this;

        //Create the lists
        activeObjects     = new List <ObjectBase>();
        BackPackItemTypes = new List <BackPackItemType>();

        //Loop trough the active objects and add them to the active list, if they have an ObjectBase component
        foreach (Transform item in activeContainer)
        {
            if (item.GetComponent <ObjectBase>())
            {
                activeObjects.Add(item.GetComponent <ObjectBase>());
                item.GetComponent <ObjectBase>().Setup();
            }
        }

        //Loop trough the BackPack objects and add them to the BackPack list
        foreach (Transform item in BackPackContainer)
        {
            item.GetComponent <BackPackItemType>();
            BackPackItemTypes.Add(item.GetComponent <BackPackItemType>());
        }

        //And send them to the BackPack manager
        BackPackManager.Instance.SetupToolbar(BackPackItemTypes);
    }
Пример #2
0
        public void SetUp(GameInputManager gameInputManager, GameUnitManager gameUnitManager, LevelDesignManager levelDesign, MapGrid mapGrid, MapBlockManager mapBlockManager,
                          STPTheme stpTheme, StatsHolder statHolder)
        {
            _gameInputManager = gameInputManager;
            _gameInputManager.OnSelectTileNode += SelectTileListener;

            _gameUnitManager    = gameUnitManager;
            _levelDesignManager = levelDesign;
            _mapGrid            = mapGrid;
            _mapBlockManager    = mapBlockManager;
            _stpTheme           = stpTheme;
            _statHolder         = statHolder;

            if (ConstructionUI != null)
            {
                ConstructionUI.TowerClickEvent += SelectTowerToBuild;
            }
        }
Пример #3
0
    private void Awake()
    {
        var monsterPools = statsHolder.FindObjectByType <MonsterStats>();

        _blockManager = GetComponentInChildren <MapBlockManager>();

        _mapGrid = GetComponentInChildren <MapGrid>();

        _gameInputManager   = GetComponentInChildren <GameInputManager>();
        _gameInteractorCtrl = GetComponentInChildren <InGameUICtrl>();
        _poolManager        = GetComponentInChildren <PoolManager>();
        _gameUnitManager    = GetComponentInChildren <GameUnitManager>();
        _levelDesignManager = GetComponentInChildren <LevelDesignManager>();
        _headView           = GetComponentInChildren <HeaderView>();
        _mapBlockBottomView = GetComponentInChildren <MapBlockBottomView>();

        _mapGrid.SetUp();
        _gameInputManager.SetUp(_mapGrid, _blockManager);
        _gameUnitManager.SetUp(_blockManager, _mapGrid, poolingTheme.total);
        _levelDesignManager.Init(_gameUnitManager, _blockManager, _mapGrid, monsterPools);

        _gameInteractorCtrl.SetUp(_gameInputManager, _gameUnitManager, _levelDesignManager, _mapGrid, _blockManager, poolingTheme, statsHolder);
    }
 private void Awake()
 {
     instance = this;
 }
Пример #5
0
    //Called at the start of the level
    protected virtual void Start()
    {
        myInstance = this;

        //Create the lists
        activeObjects = new List<ObjectBase>();
        BackPackItemTypes = new List<BackPackItemType>();

        //Loop trough the active objects and add them to the active list, if they have an ObjectBase component
        foreach (Transform item in activeContainer)
        {
            if (item.GetComponent<ObjectBase>())
            {
                activeObjects.Add(item.GetComponent<ObjectBase>());
                item.GetComponent<ObjectBase>().Setup();
            }
        }

        //Loop trough the BackPack objects and add them to the BackPack list
        foreach (Transform item in BackPackContainer)
        {
            item.GetComponent<BackPackItemType>();
            BackPackItemTypes.Add(item.GetComponent<BackPackItemType>());
        }

        //And send them to the BackPack manager
        BackPackManager.Instance.SetupToolbar(BackPackItemTypes);
    }