public void StartBattle(BattlePool pool)
    {
        /*
         * SceneManager.LoadScene("BattleScene");
         * nextBattlePool = pool;
         */

        battleObject.SetActive(true);
        player.GetComponent <OverworldPlayerController>().frozen = true;
        BattleManager.instance.StartBattle(pool);
    }
 public void Init()
 {
     //士兵Group
     m_SoldierGroupPool = new BattlePool <SoldierGroup, TroopData>();
     m_SoldierGroupPool.Init(m_SoldierGroupPrefab);
     //士兵
     m_SoldierObjectPools = new BattlePool <SoldierObject, SoldierData> [m_SoldierPrefab.Length];
     for (int i = 0; i < m_SoldierObjectPools.Length; i++)
     {
         m_SoldierObjectPools[i] = new BattlePool <SoldierObject, SoldierData>();
         m_SoldierObjectPools[i].Init(m_SoldierPrefab[i]);
     }
     InitCache();
 }
示例#3
0
    public void StartBattle(BattlePool startingPool)
    {
        Debug.Log(startingPool);
        List <BattleParticipant> pool = new List <BattleParticipant>();

        foreach (BattleParticipantTemplate battlerTemplate in startingPool.pool)
        {
            BattleParticipant participant = Instantiate(battlerTemplate).participant;
            pool.Add(participant);
        }
        foreach (BattleParticipant partyBattler in PlayerManager.instance.party)
        {
            pool.Add(partyBattler);
        }
        battle = new Battle(pool);
        SetupUI();
        RefreshUI();
        battle.activeParticipant = battle.participants[0];
        inBattle = true;
        SetState(new BattleStateStart(this));
    }