public void Start() { scriptManager = GameObject.Find("ScriptManager").GetComponent<ScriptManager>(); guiController = scriptManager.guiController; turnController = scriptManager.turnController; infopanel = scriptManager.infopanel; }
void Start() { sc = GameObject.Find ("ServerConnect").GetComponent<ServerConnect> (); Socket = sc.Socket; tc = GameObject.Find ("TurnController").GetComponent<TurnController> (); }
// Use this for initialization void Start() { rb = GetComponent<Rigidbody2D> (); sc = GameObject.Find ("ServerConnect").GetComponent<ServerConnect> (); tc = GameObject.Find ("TurnController").GetComponent<TurnController> (); Socket = sc.Socket; }
// Use this for initialization void Start () { tc=this; currentTurn=Random.Range(0,5); throwerSprr.sprite=antiSpr[currentTurn]; if (currentTurn==0) sabotagerSprr.sprite=antiSpr[1]; else sabotagerSprr.sprite=antiSpr[0]; }
public void Start() { scriptmanager = GameObject.Find("ScriptManager").GetComponent<ScriptManager>(); cameraDefaultPosition = Camera.main.gameObject.transform.position; cameraDefaultRotation = Camera.main.gameObject.transform.rotation; turnController = scriptmanager.turnController; }
public void Start() { scriptManager = GameObject.Find("ScriptManager").GetComponent<ScriptManager>(); spriteModels = scriptManager.spriteModels; turnController = scriptManager.turnController; messageController = scriptManager.messageController; cameraController = scriptManager.cameraController; grid = scriptManager.grid; }
void Start() { scriptManager = GameObject.Find("ScriptManager").GetComponent<ScriptManager>(); turnController = scriptManager.turnController; dumbComputer = scriptManager.dumbComputer; messageController = scriptManager.messageController; gridscr = scriptManager.grid; placeunits = scriptManager.placeUnits; cameraController = scriptManager.cameraController; playerPieces = GameObject.Find("PlayerPieces"); }
void Awake() { turnController = new TurnController(); }
public IEnumerator InitializeGame() { // ACA DEBERIA RECIBIR LA CONFIGURATION DATA DE CADA UNO // UNA VEZ QUE MIRROR ME DIGA "OK HERMANO", LOS DOS JUGADORES MANDARON SU CONFIGURATION DATA // ENTONCES AHI PUEDO VENIR A INITIALIZE GAME Y COMPROBAR LA PARTE DE FIREBASE Y SUS CONEXIONES // 0d- CHEQUEAR QUE LA BASE DE DATOS ESTE INITIALIZED //yield return WaitForDatabaseToLoad(); // REACTIVAR CUANDO FUNCIONE BIEN LA DB // 0- CHEQUEAR QUE LOS DOS JUGADORES ESTEN EN LINEA Y LISTOS PARA JUGAR. // 0b- CHEQUEAR QUE LOS DOS JUGADORES EXISTAN // 4- CARGAR EL DECK SELECCIONADO DE CADA JUGADOR // 4b- CHEQUEAR QUE SEA UN DECK VALIDO // 4c- SI ES INVALIDO SACAMOS TODO A LA MIERDA, SI ES VALID CREAMOS LOS DECKS DE CADA PLAYER // CREATE PLAYERS STATE // 1 - CREAR PLAYERS Y USERS // 0c- SEGUN EL JUGADOR QUE HAYA CREADO LA PARTIDA ESE SERA EL PLAYER ONE, NO SIGNIFICA QUE VA A EMPEZAR PRIMERO playerManager = new PlayerManager(); playerManager.CreatePlayers(); playerManager.CreateNewUser(null); // CREATE BOARD STATE // 3- IR CREANDO EL BOARD board2DManager = new Board2DManager(board2DManagerUI, 5, 7); //Motion motion = board2DManager.CreateBoard(playerManager.GetPlayer(), OnBoardComplete); //InvokerMotion.AddNewMotion(motion); //InvokerMotion.StartExecution(this); Animotion motion = board2DManager.CreateBoardAnimotion(playerManager.GetPlayer(), OnBoardComplete); InvokerAnimotion.AddNewMotion(motion); InvokerAnimotion.StartExecution(this); // CREATE TURNS STATE => ESTO LO DEBERIA HACER EL SERVER PARA QUE NO LO HAGA CADA JUGADOR Y SE PUEDE HACKEAR // 2- ASIGNAR LOS PLAYER AL TURN MANAGER turnController = new TurnController(playerManager.GetPlayer()); // 2b - DECIDIR QUE PLAYER COMIENZA PRIMERO turnController.DecideStarterPlayer(); // CREATE MANAGER STATE // 3b - Inicializar los managers generales ESTOS LOS VA A TENER EL GAME... ASI QUE SEGURO LO HAGAMOS DESDE AHI spawnManager = new SpawnManager(spawnManagerUI, this); combineManager = new CombineManager(this, combineManagerUI); movementManager = new MovementManager(this, moveManagerUI); actionsManager = new ActionsManager(); yield return(null); // LOADCOLLECTIONSTATE => LAS COLLECTION LAS DEBERIA TENER EL SERVER Y PASARSELAS A CADA JUGADOR // 3- CARGAR LA GAME COLLECTION InGameCardCollectionManager inGameCardCollectionManager = new InGameCardCollectionManager(this, OnCardCollectionLoadComplete); //inGameCardCollectionManager.LoadAllCollection(users);// REACTIVAR CUANDO FUNCIONE BIEN LA DB inGameCardCollectionManager.LoadAllCollectionJson(playerManager.GetUsers().ToArray()); while (isCardCollectionLoaded == false) { if (logOn) { Debug.Log("WAITING FOR CARD COLLECTION TO LOAD"); } yield return(null); } if (logOn) { Debug.Log("GAME CARD COLLECTION LOADED"); } // CREATEDECKSTATE cardManager = new CardController(inGameCardCollectionManager, cardManagerUI, this); // VOLVER A ACTIVAR QUE ESTA ES LA FORMA DE CARGAR EL DECK SEGUN LA INFO DE LOS PLAYERS //cardManager.LoadDeckFromConfigurationData(playerManager.GetPlayer()[0], playerManager.playerConfigurationData); //cardManager.LoadDeckFromConfigurationData(playerManager.GetPlayer()[1], playerManager.playerConfigurationData); cardManager.LoadDeckTest(playerManager.GetPlayer()[0]); cardManager.LoadDeckTest(playerManager.GetPlayer()[1]); // WAIT FOR BOARD TO LOAD STATE while (isBoardLoaded == false) { if (logOn) { Debug.Log("WAITING FOR BOARD TO LOAD"); } yield return(null); } // INITIALIZECONTROLLERSTATE // 5 - INICIALIZAMOS LOS CONTROLES mouseController = new MouseController(0, board2DManager, Camera.main); keyBoardController = new KeyBoardController(0, board2DManager, Camera.main); tileSelectionManagerUI.SetController(board2DManager, mouseController, keyBoardController); // STARTGAMESTATE => ACA DEBERIA MANDAR CADA JUGADOR QUE ESTA READY, Y AHI EL SERVER EMITIRIA EL NUEVO STATE PARA CADA UNO // CREAMOS EL STATE INICIAL AdministrationState AdminState = new AdministrationState(10, this, 1); TurnState turnState = new TurnState(50, this); InitialAdministrationStateA initialAdminStateA = new InitialAdministrationStateA(40, this, 4); //Motion bannerMotion = informationUIManager.SetAndShowBanner(initialAdminStateA.stateName, 0.5f); //InvokerMotion.AddNewMotion(bannerMotion); //InvokerMotion.StartExecution(this); //Debug.Log("CREATING BANNER"); Animotion bannerMotion = informationUIManager.SetAndShowBannerAnimotion(initialAdminStateA.stateName, 0.5f); InvokerAnimotion.AddNewMotion(bannerMotion); InvokerAnimotion.StartExecution(this); IState changePhaseState = new ChangePhaseState(this, initialAdminStateA); baseStateMachine = new BaseStateMachine(this); baseStateMachine.PushState(changePhaseState, true); baseStateMachine.Initialize(); // DEBERIA DIVIR PLAYER == BASE NEXUS Y GAME PLAYER == JUGADOR EN SI QUE VA A ENVIAR LOS COMANDOS... // PODRIAMOS TENER UN GAME PLAYER QUE LO UNICA QUE VA A TENER ES UNA ID // ENTONCES CUANDO // game.actionsManager.IncrementPlayerActions(game.turnController.CurrentPlayerTurn, managmentPoints); // ESTO DEBARA CAMBIARSE game.turnController.CurrentPlayerTurn // SI UN JUGADOR APRETA UNA UNIDAD... COMO SABEMOS SI MOSTRAR O NO LA UI DE LOS BOTONES // POR QUE SOLO PODEMOS MOSTRARLA EN TURN STATE, OK, Y SOLO CON UNIDADES NUESTRAS OK // Y SI ACTIVAMOS EL BOTON ENTONCES IGUAL SIEMPRE VAMOS A SER NOSOTROS TECNICAMENTE... // POR QUE EL BOTON SE CREA CON EL OCUPIER O CON EL PLAYER EN ESTE CASO... // // // YA QUE ESTOY ENTRANDO A UN NUEVO STATE game.actionsManager.IncrementPlayerActions LO DEBARIA REALIZAR EL SERVER // // REALIZA SI O SI JUGADOR //// 1 - SUSCRIBIRSE AL EVENTO DE SELECCION ESTO SI LO TIENE QUE HACER EL JUGADOR //gmMachine.tileSelectionManagerUI.onTileSelected += ExecuteAction; //ExecuteAction(Tile action) //if (action == null) //{ // gmMachine.abilityButtonCreationUI.SetUnit(game.turnController.CurrentPlayerTurn); //} // ESTO LO HACE EL SERVER, VUELVE A REAHBILITAR LOS BOTONES DEL JUGADOR PARA SPAWN O TAKE CARD // SOLO JUGADOR YA QUE ES PARA LA UI //// NOS SUSCRIBIMOS AL EVENTO DE CAMBIAR EL TIEMPO //gameTimer.OnTimePass += gmMachine.uiGeneralManagerInGame.UpdateTime; // DEBE REALIZARLO SERVER //// 2 - TENGO QUE SETEAR LOS ACTIONS POINTS PARA ESTE JUGADOR //game.actionsManager.IncrementPlayerActions(game.turnController.CurrentPlayerTurn, managmentPoints); // DEBE REALIZARLO SERVER Y ENVIAR EL END STATE EN TODO CASO //// COMENZAMOS EL CONTADOR DE TIEMPO //base.OnEnter(); // DEBE REALIZARLO SERVER ???? //gmMachine.abilityButtonCreationUI.SetUnit(game.turnController.CurrentPlayerTurn); }
void Awake() { turnController = GameObject.FindGameObjectWithTag ("GameController").GetComponent<TurnController> (); endTurnButton = GameObject.Find("EndTurnButton").GetComponent<Button>(); }
void Start() { cards = new List<CardScript>(); buttons = new List<Button>(); tc = GameObject.FindObjectOfType<TurnController>(); }
void Start() { #region "Singleton" if (turnController == null) { turnController = this; } else { Destroy(this); } #endregion fighters = new List <Fighter>(); fighters_turn = 2; GameObject[] players = GameObject.FindGameObjectsWithTag("Player"); Debug.Log("Jugadores agregados"); players_cant = players.Length; Debug.Log(players_cant); GameObject[] enemies = GameObject.FindGameObjectsWithTag("Enemy"); Debug.Log("Enemigos agregados"); enemies_cant = enemies.Length; Debug.Log(enemies_cant); foreach (GameObject player in players) { Fighter temp = player.GetComponent <Fighter>(); Debug.Log(temp); if (player_1 == null) { player_1 = temp; } else { player_2 = temp; } fighters.Add(temp); } foreach (GameObject enemy in enemies) { Fighter temp = enemy.GetComponent <Fighter>(); Debug.Log(temp); /*Buscar como agregarlos dinamicamente para seleccionar enemigo o aliado*/ if (enemy_1 == null) { enemy_1 = temp; } else { enemy_2 = temp; } fighters.Add(temp); } fighters_cant = fighters.Count; battleLoseEvent = new BattleLoseEvent(); battleWinEvent = new BattleWinEvent(); objectiveSelectedEvent = new ObjectiveSelectedEvent(); endTurnEvent = new EndTurnEvent(); if (enemySelected == null) { enemySelected = enemies[Random.value > 0.5f ? 0 : 1]; } if (playerSelected == null) { playerSelected = players[Random.value > 0.5 ? 0 : 1]; } if (fighterSelected == null) { fighterSelected = (Random.value > 0.5f ? playerSelected : enemySelected); } fighters_turn = (int)Random.Range(0, 3); this.NextTurn(); StartCoroutine(ObjectiveSelected()); StartCoroutine(MoveSpotlight()); }
private void Init() { PlayerTurnController = new TurnController(this); PlayerNetConn = new ClientTCP( ); }
protected void Awake() { turnController = GameObject.FindObjectOfType <TurnController>(); body = GetComponent <Rigidbody>(); }
public void SpecialCasesInit() { //Console.WriteLine("PK : Attack Switch Case: Initalizing"); enemyStats = GameObject.FindGameObjectWithTag("Enemy").GetComponent<EnemyPokemonHandler>(); playerStats = GameObject.FindGameObjectWithTag("Player").GetComponent<PlayerPokemonHandler>(); attackCalc = GameObject.FindGameObjectWithTag("Attacks").GetComponent<AttackDamageCalc>(); //genAttacks = GameObject.FindGameObjectWithTag("Attacks").GetComponent<GenerateAttacks>(); attacks = GameObject.FindGameObjectWithTag("AttackData").GetComponent<PokemonAttacks>(); tc = GameObject.FindGameObjectWithTag("TurnController").GetComponent<TurnController>(); //Console.WriteLine("PK : Attack Switch Case: Initalized"); }
public void EnableStatusCheck() { turnC = GameObject.Find("TurnController(Clone)").GetComponent <TurnController>(); }
void Awake() { Startup.OnTutorialStartEvent += Noobify; turnController = GetComponent <TurnController>(); timeKeeper = GetComponent <TimeKeeper>(); }
void Start() { _turnController = GameObject.FindObjectOfType <TurnController>(); }
private void Awake() { instance = this; }
private void Awake() { Instance = this; turnController = GetComponent <TurnController>(); }
public HudWidget(TurnController controller) { _controller = controller; controller.OnTurnEnd += () => Dirty = true; }
void Start() { UpdateTileType(); turn = GameObject.FindObjectOfType <TurnController>(); }
protected void Awake() { text = GetComponent <Text>(); turnController = GameObject.FindObjectOfType <TurnController>(); turnController.onActionPointsChange += TurnController_onActionPointsChange; }
public MapWidget(TurnController controller) { _controller = controller; _controller.OnTurnEnd += ReactNewTurn; ReactNewTurn(); }
// Use this for initialization void Start() { tempID = Random.Range(0, 151); attackData = GameObject.FindGameObjectWithTag("AttackData").GetComponent<PokemonAttacks>(); pokeDex = GameObject.FindGameObjectWithTag("Library").GetComponent<PokemonLibrary>(); gif = this.GetComponent<GifRenderer>(); gui = GameObject.FindGameObjectWithTag("GUIScripts").GetComponent<GUIScript>(); tc = GameObject.FindGameObjectWithTag("TurnController").GetComponent<TurnController>(); Init(); }
// Use this for initialization void Start() { turnController = Camera.main.GetComponent <TurnController>(); initialise = Camera.main.GetComponent <InitialiseActionButtons>(); }
void Awake() { _instance = this; }
void Start() // Adding Occupied spaces { scriptManager = GameObject.Find("ScriptManager").GetComponent<ScriptManager>(); turnController = scriptManager.turnController; }
void Start() { turnInfo = GameObject.Find("GameManager").GetComponent <GameManager> ().GetTurnController(); }
protected void Awake() { turnController = GameObject.FindObjectOfType <TurnController>(); turnController.onTurnChange += TurnController_onTurnChange; }
protected virtual void Awake() { owner = GetComponent <TurnController>(); }
protected void Awake() { turnController = GameObject.FindObjectOfType <TurnController>(); }
private void Start() { _turnController = FindObjectOfType <TurnController>(); }
public CardTargetFiltterManager(TurnController turnController, Board2DManager board2D) { this.turnController = turnController; cardTargetManager = new CardTargetManager(board2D); cardFiltterManager = new CardFiltterManager(); }
private void OnGUIDebug() { if (Mod == null || !Mod.Enabled) { return; } GUILayout.Label($"Time Scale: {Time.timeScale:f2}x"); GUILayout.Label($"Game Time: {Game.Instance.Player.GameTime}"); CombatController combat = Mod.Core.Combat; TurnController currentTurn = combat.CurrentTurn; GUILayout.Space(10f); GUILayout.Label($"Combat Initialized: {combat.Initialized}"); GUILayout.Space(10f); if (GUILayout.Button("Reset Current Turn", GUILayout.ExpandWidth(false)) && currentTurn != null) { combat.StartTurn(currentTurn.Unit); } GUILayout.Space(10f); GUILayout.Label($"Turn Status: {currentTurn?.Status}"); GUILayout.Label($"Time Waited For AI: {currentTurn?.TimeWaitedForIdleAI:f4}"); GUILayout.Label($"Time Waited To End Turn: {currentTurn?.TimeWaitedToEndTurn:f4}"); GUILayout.Label($"Time Moved: {currentTurn?.TimeMoved:f4}"); GUILayout.Label($"Time Moved (Special): {currentTurn?.TimeMovedInForceMode:f4}"); GUILayout.Label($"Time Moved (5-Foot Step): {currentTurn?.TimeMovedByFiveFootStep:f4}"); GUILayout.Label($"Feet Moved (5-Foot Step): {currentTurn?.MetersMovedByFiveFootStep / Feet.FeetToMetersRatio:f4}"); GUILayout.Label($"Has Normal Movement: {currentTurn?.HasNormalMovement()}"); GUILayout.Label($"Has 5-Foot Step: {currentTurn?.HasFiveFootStep()}"); GUILayout.Label($"Has Free Touch: {currentTurn?.Unit.HasFreeTouch()}"); GUILayout.Label($"Prepared Spell Combat: {currentTurn?.Unit.PreparedSpellCombat()}"); GUILayout.Label($"Prepared Spell Strike: {currentTurn?.Unit.PreparedSpellStrike()}"); GUILayout.Space(10f); GUILayout.Label("Current Unit:"); GUILayout.Label(currentTurn?.Unit.ToString().Color(RGBA.yellow)); GUILayout.Label($"Free Action: {currentTurn?.Commands.Raw[0]}"); GUILayout.Label($"Standard Action: {currentTurn?.Commands.Standard}" + $" (IsFullRoundAction: {currentTurn?.Commands.Raw[1].IsFullRoundAction()}" + $", IsFreeTouch: {currentTurn?.Commands.Raw[1].IsFreeTouch()}" + $", IsSpellCombat: {currentTurn?.Commands.Raw[1].IsSpellCombatAttack()}" + $", IsSpellStrike: {currentTurn?.Commands.Raw[1].IsSpellstrikeAttack()})"); GUILayout.Label($"Move Action: {currentTurn?.Commands.Raw[3]}"); GUILayout.Label($"Swift Action: {currentTurn?.Commands.Raw[2]}"); IEnumerable <UnitEntityData> units = combat.SortedUnits; if (units.Any()) { GUILayout.Space(10f); using (new GUILayout.HorizontalScope()) { using (new GUILayout.VerticalScope()) { GUILayout.Label("Unit ID"); foreach (UnitEntityData unit in units) { GUILayout.Label($"{unit}"); } } using (new GUILayout.VerticalScope()) { GUILayout.Label("Name"); foreach (UnitEntityData unit in units) { GUILayout.Label($"{unit.CharacterName}"); } } using (new GUILayout.VerticalScope()) { GUILayout.Label("Init"); foreach (UnitEntityData unit in units) { GUILayout.Label(unit.CombatState.Initiative.ToString()); } } using (new GUILayout.VerticalScope()) { GUILayout.Label("Init_C"); foreach (UnitEntityData unit in units) { GUILayout.Label(HightlightedCooldownText(unit.CombatState.Cooldown.Initiative)); } } using (new GUILayout.VerticalScope()) { GUILayout.Label("Std_C"); foreach (UnitEntityData unit in units) { GUILayout.Label(HightlightedCooldownText(unit.CombatState.Cooldown.StandardAction)); } } using (new GUILayout.VerticalScope()) { GUILayout.Label("Move_C"); foreach (UnitEntityData unit in units) { GUILayout.Label(HightlightedCooldownText(unit.CombatState.Cooldown.MoveAction)); } } using (new GUILayout.VerticalScope()) { GUILayout.Label("Swift_C"); foreach (UnitEntityData unit in units) { GUILayout.Label(HightlightedCooldownText(unit.CombatState.Cooldown.SwiftAction)); } } using (new GUILayout.VerticalScope()) { GUILayout.Label("AoO_C"); foreach (UnitEntityData unit in units) { GUILayout.Label(HightlightedCooldownText(unit.CombatState.Cooldown.AttackOfOpportunity)); } } using (new GUILayout.VerticalScope()) { GUILayout.Label("AoO"); foreach (UnitEntityData unit in units) { GUILayout.Label(unit.CombatState.AttackOfOpportunityCount.ToString()); } } GUILayout.FlexibleSpace(); } } }
void Awake() { playerHealth = GetComponent<PlayerHealth> (); turnController = GameObject.FindGameObjectWithTag ("GameController").GetComponent<TurnController> (); }
private void Awake() { player = FindObjectOfType <PlayerMovement>(); turnController = FindObjectOfType <TurnController>(); health = FindObjectOfType <Health>(); }
//ADD: Magic void Awake() { //initialize all component variables Stats = GetComponent<AttributesScript>(); KnownAbilities = GetComponent<CharacterKnownAbilities>(); Status = GetComponent<CharacterStatus>(); Equipment = GetComponent<CharacterEquipment>(); Move = GameObject.FindGameObjectWithTag("Controller").GetComponent<MovementScript>(); pathFind = GameObject.FindGameObjectWithTag("Controller").GetComponent<PathfindingScript>(); findValid = GameObject.FindGameObjectWithTag("Controller").GetComponent<FindValidPoints>(); Draw = GameObject.FindGameObjectWithTag("Controller").GetComponent<DrawSquaresScript>(); Controller = GameObject.FindGameObjectWithTag("Controller").GetComponent<TurnController>(); Magic = GameObject.FindGameObjectWithTag("Controller").GetComponent<MagicList>(); Skills = GameObject.FindGameObjectWithTag("Controller").GetComponent<SkillList>(); Items = GameObject.FindGameObjectWithTag("ItemManager").GetComponent<AllItemsList>(); if(GetComponent<MouseControlScript>()){ Mouse = GetComponent<MouseControlScript>(); isPlayer = true; } skillSelected = ""; }
// Use this for initialization void Start() { spriteImage = GetComponent <SpriteRenderer>(); animationController = GetComponent <Animator>(); TR_petrified = transform.Find("S_Petrified"); petrifiedImage = TR_petrified.GetComponentInChildren <SpriteRenderer>(); TR_special = transform.Find("S_Special"); specialImage = TR_special.GetComponentInChildren <SpriteRenderer>(); TR_magic = transform.Find("S_Magic"); magicImage = TR_magic.GetComponentInChildren <SpriteRenderer>(); GO_guardUp = GameObject.FindWithTag("S_GuardUp"); guardUpImage = GO_guardUp.GetComponent <SpriteRenderer>(); TR_win = transform.Find("S_Win"); winImage = TR_win.GetComponentInChildren <SpriteRenderer>(); TR_wounded = transform.Find("S_Wounded"); woundedImage = TR_wounded.GetComponentInChildren <SpriteRenderer>(); TR_dead = transform.Find("S_Dead"); deadImage = TR_dead.GetComponentInChildren <SpriteRenderer>(); enemy = GameObject.FindWithTag("Enemy"); enemyController = enemy.GetComponent <Enemy>(); turnController = gameManager.GetComponent <TurnController>(); paladinController = paladin.GetComponent <Paladin>(); valkyrieController = valkyrie.GetComponent <Valkyrie>(); AudioSource[] audios = GetComponents <AudioSource>(); takeDamageSound = audios[0]; attackSound = audios[1]; magicSound = audios[2]; b_isDead = false; b_isWounded = false; blueButtonImage = blueButton.GetComponent <Image>(); greenButtonImage = greenButton.GetComponent <Image>(); orangeButtonImage = orangeButton.GetComponent <Image>(); redButtonImage = redButton.GetComponent <Image>(); //Initialise Stats //Derived Stats attackPower = STRENGTH * 10; // 200 avg damage magicPower = SPIRIT * 10; // 1000 avg earth spell damage dodge = AGILITY * 2; // 16% Chance of dodging defencePower = DEFENCE * 2; //6% special = 0; health = MAX_HEALTH; magic = MAX_MAGIC; tileIds = new List <int>(); selectedOrder = new List <int>(); tileIds.Add(1); tileIds.Add(2); tileIds.Add(3); tileIds.Add(4); UpdateStats(); }
// Start is called before the first frame update void Start() { controller = TurnController.GetInstance(); mainCamera = Camera.main; }
private void Init() { Console.WriteLine("PK : Attack Damage Calculator: Initalizing"); enemyStats = GameObject.FindGameObjectWithTag("Enemy").GetComponent<EnemyPokemonHandler>(); if(enemyStats == null) { Debug.LogError("No Enemy Stats"); } playerStats = GameObject.FindGameObjectWithTag("Player").GetComponent<PlayerPokemonHandler>(); if(playerStats == null) { Debug.Log("No Player Stats"); } attacks = GameObject.FindGameObjectWithTag("AttackData").GetComponent<PokemonAttacks>(); //genAttacks = GameObject.FindGameObjectWithTag("Attacks").GetComponent<GenerateAttacks>(); attack_Switch_Case = GameObject.FindGameObjectWithTag("Attacks").GetComponent<Attack_Switch_Case>(); damage_mult = GameObject.FindGameObjectWithTag("dmg_mult").GetComponent<PokemonDamageMultipliers>(); tc = GameObject.FindGameObjectWithTag("TurnController").GetComponent<TurnController>(); Console.WriteLine("PK : Attack Damage Calculator: Initalized"); }
private void InitActualTurnText() { m_cTurnController = GameObject.FindGameObjectWithTag("GameController").GetComponent<TurnController>(); m_tActualTurnText = GameObject.FindGameObjectWithTag("ActualTurn_Text").GetComponent<UnityEngine.UI.Text>(); UpdateActualTurnText(); }
public void Start() { GameObject gameHandler = GameObject.Find ("_GameHandler"); if (gameHandler != null) turnController = gameHandler.GetComponent<TurnController> (); }
public bool Execute(TurnController turnController) { turnController.EndTurn(); return(true); }
void Start() { storeCalculator = GameObject.Find("Calculator").GetComponent <StoreCalculator>(); turnController = GameObject.Find("NextTurn").GetComponent <TurnController>(); type = GameObject.Find("LoseInput").GetComponent <Dropdown>(); }
void Awake() { wc = GameObject.Find ("ShootButton").GetComponent<WeaponController> (); tc = GameObject.Find ("TurnController").GetComponent<TurnController> (); sc = GameObject.Find ("ServerConnect").GetComponent<ServerConnect> (); sw = GameObject.Find ("StopWatch").GetComponent<StopWatch>(); Socket = sc.Socket; an = GetComponentInChildren<Animator>(); rb = GetComponent<Rigidbody2D> (); Physics2D.IgnoreLayerCollision (15, 10); Physics2D.IgnoreLayerCollision (15, 11); }
void Start() { controller = GameObject.FindGameObjectWithTag("TurnController").GetComponent <TurnController>(); item = transform.parent.gameObject.GetComponent <InventoryItem>(); inventory = GetComponentInParent <Inventory>(); }
private void SetTurnController() { this.turnController = new TurnController(this); }