public static BattleActionSelectionUI alloc(RectTransform p_actionSelectionMenuPrefab, GameObject p_currentBattleActionSelectionEntityCursorPrefab) { BattleActionSelectionUI l_ui = new BattleActionSelectionUI(); l_ui.BattleActionSelectionUIGameObject = BattleActionSelectionUIGameObject.build(p_actionSelectionMenuPrefab); l_ui.Cursor = GameObject.Instantiate(p_currentBattleActionSelectionEntityCursorPrefab); l_ui.disable(); return(l_ui); }
private void Start() { SceneGlobalObjects.MainCamera = GameObject.FindGameObjectWithTag(Tags.Main_Camera).GetComponent <Camera>(); SceneGlobalObjects.MainCanvas = GameObject.FindGameObjectWithTag(Tags.Main_Canvas).GetComponent <Canvas>(); SceneGlobalObjects.BattleActionSelectionUI = BattleActionSelectionUI.alloc(this.ActionSelectionMenuPrefab, this.CurrentBattleActionSelectionEntityCursorPrefab); SceneGlobalObjects.BattleTargetSelectionUI = BattleTargetSelectionUI.alloc(this.BattleTargetSelectionUIGameObjectPrefab); SceneGlobalObjects.PlayerTurnInputflow = BattlePlayerSelectionFlow.build(); Battle_Singletons.Alloc(); Battle_Singletons._battleResolutionStep.BattleQueueEventInitialize_UserFunction = BattleAnimation.initialize_attackAnimation; Battle_Singletons._battleResolutionStep.BattleActionDecision_UserFunction = BattleDecision_Specific.Interface.decide_nextAction; // Battle_Singletons._battleResolutionStep.BattleAction_OnCurrentActionExecuted_UserFunction = (BattleQueueEvent p_event) => { Battle_Singletons._battleActionSelection.on_battleActionCompleted(p_event); }; BattleEntityComponent[] l_battleEntityComponents = GameObject.FindObjectsOfType <BattleEntityComponent>(); for (int i = 0; i < l_battleEntityComponents.Length; i++) { l_battleEntityComponents[i].Initialize(); } this.AtbUI = new ATB_UI(); this.AtbUI.Initialize(this.ATB_Line_Prefab, Battle_Singletons._battleResolutionStep); }