void Awake() { instance = (GameControl)target; LoadDB(); turnControl = (TurnControl)FindObjectOfType(typeof(TurnControl)); gridManager = (GridManager)FindObjectOfType(typeof(GridManager)); factionManager = (FactionManager)FindObjectOfType(typeof(FactionManager)); collectibleManager = (CollectibleManager)FindObjectOfType(typeof(CollectibleManager)); settingDB = SettingDB.LoadDB(); InitLabel(); }
private SettingDB InitSetting() { //if set to use global setting, overwrite all the local setting with the one from DB if (!useGlobalSetting) { return(null); } SettingDB db = SettingDB.LoadDB(); if (db == null) { return(null); } enableManualUnitDeployment = db.enableManualUnitDeployment; enableActionAfterAttack = db.enableActionAfterAttack; enableCounter = db.enableCounter; counterAPMultiplier = db.counterAPMultiplier; counterDamageMultiplier = db.counterDamageMultiplier; restoreUnitAPOnTurn = db.restoreUnitAPOnTurn; useAPForMove = db.useAPForMove; useAPForAttack = db.useAPForAttack; attackThroughObstacle = db.attackThroughObstacle; enableFogOfWar = db.enableFogOfWar; peekFactor = db.peekFactor; enableCover = db.enableCover; exposedCritBonus = db.exposedCritBonus; fullCoverBonus = db.fullCoverBonus; halfCoverBonus = db.halfCoverBonus; enableFlanking = db.enableFlanking; flankingAngle = db.flankingAngle; flankingBonus = db.flankingBonus; return(db); }
void Awake() { instance = this; TBData.ClearEndData(); SettingDB settingDB = InitSetting(); if (enableCover) { CoverSystem.SetFullCoverDodgeBonus(fullCoverBonus); CoverSystem.SetHalfCoverDodgeBonus(halfCoverBonus); CoverSystem.SetExposedCritChanceBonus(exposedCritBonus); } //get the instance of each component and initiate them, the order in which these component matters PerkManager perkManager = (PerkManager)FindObjectOfType(typeof(PerkManager)); if (perkManager != null) { perkManager.Init(); } AbilityManagerUnit abManagerUnit = (AbilityManagerUnit)FindObjectOfType(typeof(AbilityManagerUnit)); if (abManagerUnit != null) { abManagerUnit.Init(); } AbilityManagerFaction abManagerFac = (AbilityManagerFaction)FindObjectOfType(typeof(AbilityManagerFaction)); if (abManagerFac != null) { abManagerFac.Init(); } TurnControl turnControl = (TurnControl)FindObjectOfType(typeof(TurnControl)); turnControl.Init(); if (settingDB != null) { turnControl.turnMode = settingDB.turnMode; turnControl.moveOrder = settingDB.moveOrder; } GridManager gridManager = (GridManager)FindObjectOfType(typeof(GridManager)); if (settingDB != null) { gridManager.generateGridOnStart = settingDB.generateGridOnStart; } gridManager.Init(); FactionManager factionManager = (FactionManager)FindObjectOfType(typeof(FactionManager)); if (settingDB != null) { factionManager.generateUnitOnStart = settingDB.generateUnitOnStart; } factionManager.Init(); CollectibleManager collectibleManager = (CollectibleManager)FindObjectOfType(typeof(CollectibleManager)); if (settingDB != null) { collectibleManager.generateCollectibleOnStart = settingDB.generateCollectibleOnStart; } collectibleManager.Init(); GridManager.SetupGridForFogOfWar(); OverlayManager overlayManager = (OverlayManager)FindObjectOfType(typeof(OverlayManager)); overlayManager.Init(); defaultShootObject = Resources.Load("ScenePrefab/DefaultShootObject", typeof(GameObject)) as GameObject; gamePhase = _GamePhase.Initialization; }