private void Deploy(BattleController.DEPLOY_TYPE type, Slots slots) { Transform deployment = type == BattleController.DEPLOY_TYPE.LEFT ? DeploymentLeft : DeploymentRight; if (null == deployment || null == slots) { return; } Transform child; Slot slot; GameObject go; UICharacter characterUIScriptHandler; UIHealthBar healthbarUIScriptHandler; BattleActionController actionController = BattleActionController.Instance; for (int i = 0, count = Mathf.Min(slots.Count, deployment.childCount); i < count; ++i) { child = deployment.GetChild(i); slot = slots[i]; if (!slot.IsEmpty) { go = GameObject.Instantiate(Prefab_Character) as GameObject; go.name = slot.Character.PInfoStats.Name; go.transform.parent = child; go.transform.localPosition = Vector3.zero; //TODO get UICharacter script to do initialize // like sprite.Init( Character character , int deployType ); characterUIScriptHandler = go.GetComponent <UICharacter>(); if (null != characterUIScriptHandler) { characterUIScriptHandler.Init(slot.Index, slot.Character, type); } healthbarUIScriptHandler = go.GetComponent <UIHealthBar>(); if (null != healthbarUIScriptHandler) { healthbarUIScriptHandler.init(slot.Character.PPointStats.Health.Max); } actionController.PlayActionDeployment(go.transform, type); } } StartCoroutine(StartBattle()); }
void Awake( ) { _instance = this; }