void Start() { numberOfHeroesAlive = 4; SpriteRenderer spriteRender; string filePath = "HeroesModels/"; string[] typeOfDungeonTexture = { "Knight", "Rogue", "Lord", "Priest" }; healthBarObjectsArray = new List <GameObject>(); movementButton = FindObjectOfType <ButtonForCameraMovement>(); for (int i = 0; i < numberOfHeroesAlive; i++) { spriteRender = heroObject[i].GetComponent <SpriteRenderer>(); spriteRender.sprite = Resources.Load <Sprite>(filePath + typeOfDungeonTexture[i]); heroStatsObject = new List <Champion>(); } //For development purposes heroStatsObject.Add(new Champion(ChampionClass.Warrior, ChampionType.Normal, "Knight", 0, 1, new Statistics(100), new Statistics(10), new Statistics(10), new Statistics(10), new Statistics(7), new Statistics(6), new Statistics(10), false, new Items.Equipment(), new List <Items.Item>())); heroStatsObject.Add(new Champion(ChampionClass.Rogue, ChampionType.Normal, "Rogue", 0, 1, new Statistics(80), new Statistics(10), new Statistics(10), new Statistics(10), new Statistics(10), new Statistics(5), new Statistics(8), false, new Items.Equipment(), new List <Items.Item>())); heroStatsObject.Add(new Champion(ChampionClass.Warrior, ChampionType.Normal, "Lord", 0, 1, new Statistics(90), new Statistics(10), new Statistics(10), new Statistics(10), new Statistics(6), new Statistics(7), new Statistics(9), false, new Items.Equipment(), new List <Items.Item>())); heroStatsObject.Add(new Champion(ChampionClass.Priest, ChampionType.Normal, "Priest", 0, 1, new Statistics(70), new Statistics(10), new Statistics(10), new Statistics(10), new Statistics(5), new Statistics(10), new Statistics(5), false, new Items.Equipment(), new List <Items.Item>())); heroMaxHealth = new List <double>(); for (int i = 0; i < 4; i++) { heroMaxHealth.Add(heroStatsObject[i].Vitality.Acctual); } }
public void Reset() { //Getting dungeonManager to acces his variables dungeonCanvas = GameObject.Find("Dungeon"); dungeonManager = dungeonCanvas.GetComponent <DungeonManager>(); dungeonLevelChunks = dungeonManager.getLevelChunks(); movementButton = FindObjectOfType <ButtonForCameraMovement>(); generationDecission(); }
// Use this for initialization void Start() { dungeonCanvas = GameObject.Find("Dungeon"); fightMode = dungeonCanvas.GetComponent <FightMode>(); dungeonManager = dungeonCanvas.GetComponent <DungeonManager>(); dungeonsGenerator = dungeonCanvas.GetComponent <DungeonsGenerator>(); buttonForCameraMovement = dungeonCanvas.GetComponent <ButtonForCameraMovement>(); enemyObjectsArray = new List <FightModeObject>(); heroObjectsArray = new List <FightModeObject>(); tempObject = new GameObject(); createMasksForHighlight(); }
// Use this for initialization void Start() { dungeonCanvas = GameObject.Find("Dungeon"); dungeonManager = dungeonCanvas.GetComponent <DungeonManager>(); dungeonsGenerator = dungeonCanvas.GetComponent <DungeonsGenerator>(); enemyGenerator = dungeonCanvas.GetComponent <EnemyGenerator>(); buttonForCameraMovement = GameObject.Find("MoveRightButton").GetComponent <ButtonForCameraMovement>(); buttonForUsage = GameObject.Find("UseButton").GetComponent <ButtonForUsage>(); objectSelector = dungeonCanvas.GetComponent <ObjectSelector>(); displayParty = dungeonCanvas.GetComponent <DisplayParty>(); partyIsInFightMode = false; enemyPossitionsBeforeFight = new float[4]; colidedWithPartyNumber = 0; }
public void Start() { randomNumber = new System.Random(); minimumNumberOfChunks = 6; maximumNumberOfChunks = 12; //Static list of corridors corridorList = new List <Corridor>(); chunkWidth = 7; //It's template object for creating another chunks factoryObject = new GameObject(); //Defines layer to display backgound on factoryObject.layer = 0; buttonForUsage = GameObject.Find("UseButton"); buttonForCameraMovementLeft = GameObject.Find("MoveLeftButton"); buttonForCameraMovementRight = GameObject.Find("MoveRightButton"); buttonForEscape = GameObject.Find("ButtonForEscape"); buttonForAtackCharging = GameObject.Find("ChargeAtackButton"); objectsToGenerate = randomNumber.Next(minimumNumberOfChunks, maximumNumberOfChunks); //Saving length data to object for later reload corridorToGenerate = new Corridor(objectsToGenerate); leftBoundPossition = chunkWidth; rightBoundPossition = chunkWidth * (objectsToGenerate - 1); rightBoundPossitionForGenerator = chunkWidth * objectsToGenerate; producedChunks = new List <GameChunk>(); //Getting dungeonManager to acces his variables dungeonCanvas = GameObject.Find("Dungeon"); dungeonManager = dungeonCanvas.GetComponent <DungeonManager>(); dungeonLevelChunks = dungeonManager.getLevelChunks(); movementButton = FindObjectOfType <ButtonForCameraMovement>(); dungeonManager = dungeonCanvas.GetComponent <DungeonManager>(); fightMode = dungeonCanvas.GetComponent <FightMode>(); enemyGen = dungeonCanvas.GetComponent <EnemyGenerator>(); displayParty = dungeonCanvas.GetComponent <DisplayParty>(); loadingHasFinished = false; generationDecission(); }