// Start is called before the first frame update void Start() { Instance = this; GameCharacter = GetComponent <GameCharacter>(); Abilites = GetComponent <AbilitesSystem>(); Stats = GetComponent <StatsSystem>(); gridCombatSystem.OnPlayerRound += Grid_PlayerNewRound; }
void SetUp() { foreach (var gridcell in grid.InOrderIteration()) { //updateIdleCell(gridcell); //gridcell.setActiveCellSprite(activeCellSprite); } player = GameObject.FindGameObjectWithTag("Player").GetComponent <GameCharacter>(); playerAbilitiesSystem = player.GetComponent <AbilitesSystem>(); charactersInFight = GameObject.FindGameObjectsWithTag("Enemy"); enemies = GameObject.FindGameObjectsWithTag("Enemy"); }
// Start is called before the first frame update void Start() { currentState = State.Idle; statsSystem = GetComponent <StatsSystem>(); abilitesSystem = GetComponent <AbilitesSystem>(); healthSystem = new HealthSystem(statsSystem.Health); rangeCombat = new RangeCombat(gameObject.GetComponent <GameCharacter>()); rangeCombat.ChangeWeapon(new BasicPistol(this)); SubscribeToEvents(); actionPointThisRound = statsSystem.ActionPoints; movmentPointsThisRound = statsSystem.MovmentPointsPerRound; SetUpHealtText(); OnReady?.Invoke(this, EventArgs.Empty); }
public abstract void Init(AbilitesSystem abSystem);