private void Start() { // Game components are lazy loaded, we want to load these ones right away var unitControlEvents = GameComponents.UnitEvents; // Load UnitEvents var gridController = GameComponents.GridController; // Load GridController var lifecycleEvents = GameComponents.LifecycleEvents; // Load LifecycleEvents var gameState = GameComponents.GameState; // Load GameState GameComponents.TurnHandler.StartGame(); // Load TurnHandler and start game // Setup some default units for the grid UnitCreation.CreateAndSetupUnit(ResourceManager.GetUnitPrefab(Constants.UnitPrefabType.Dude), 0, 1, UnitStatCollection.GetUnitStats("Player")); UnitCreation.CreateAndSetupUnit(ResourceManager.GetUnitPrefab(Constants.UnitPrefabType.Dude), 0, 2, UnitStatCollection.GetUnitStats("Player")); UnitCreation.CreateAndSetupUnit(ResourceManager.GetUnitPrefab(Constants.UnitPrefabType.Dude), 0, 3, UnitStatCollection.GetUnitStats("Player")); UnitCreation.CreateAndSetupUnit(ResourceManager.GetUnitPrefab(Constants.UnitPrefabType.Dude), 4, 1, UnitStatCollection.GetUnitStats("Enemy")); UnitCreation.CreateAndSetupUnit(ResourceManager.GetUnitPrefab(Constants.UnitPrefabType.Dude), 4, 2, UnitStatCollection.GetUnitStats("Enemy")); UnitCreation.CreateAndSetupUnit(ResourceManager.GetUnitPrefab(Constants.UnitPrefabType.Dude), 4, 3, UnitStatCollection.GetUnitStats("Enemy")); // Start particle effects UnitActiveParticleEffect.Start(); TileHoveredParticleEffect.Start(); // Starts the first turn GameComponents.TurnHandler.EndTurn(); }
private void Awake() { Instance = this; }
public void CreateAndRegisterUnitInMiddle(GameObject prefab) { UnitCreation.CreateAndSetupUnit(prefab, 2, 2); }