示例#1
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        public CharacterUi(CharAvatar charAvatarControl, CharIcon charIconControl)
        {
            CharAvatarControl = charAvatarControl;
            CharIconControl   = charIconControl;

            CharAvatarControl.HitBox.MouseEnter += HitBoxOnMouseEnter;
            CharAvatarControl.HitBox.MouseLeave += HitBoxOnMouseLeave;
            CharAvatarControl.HitBox.MouseDown  += HitBox_MouseDown;
            _scalingType = ScaleType.NoScaling;
        }
示例#2
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    // El método DeployRegiment crea una instancia del héroe en el campo de batalla
    public static void DeployRegiment(BattleHex parentObject)                    // el héroe aparece en parentObject
    {
        Hero regiment = readyForDeploymentIcon.charAttributes.heroSO;            // obtiene el héroe prefabricado
        Hero fighter  = Instantiate(regiment, parentObject.Landscape.transform); // crea una instancia del héroe y

        fighter.GetComponent <Move>().ManageSortingLayer(parentObject);

        parentObject.CleanUpDeploymentPosition();            // oculta la marca de verificación y deshabilita el colisionador
        readyForDeploymentIcon.HeroIsDeployed();             // marca el icono en gris
        readyForDeploymentIcon = null;                       // borra una variable para evitar que el héroe reaparezca
        storage.GetComponent <StartBTN>().ControlStartBTN(); // habilita el botón de inicio
    }
    //DeployRegiment method instantiates the hero on the battlefield
    public static void DeployRegiment(BattleHex parentObject)                    //hero appears on parentObject
    {
        Hero regiment = readyForDeploymentIcon.charAttributes.heroSO;            // gets the hero prefab
        Hero fighter  = Instantiate(regiment, parentObject.Landscape.transform); //instantiates the hero and

        fighter.GetComponent <Move>().ManageSortingLayer(parentObject);
        //returns a hero object
        parentObject.CleanUpDeploymentPosition();            //hides the checkmark and disables the collider
        readyForDeploymentIcon.HeroIsDeployed();             //marks the icon in gray
        readyForDeploymentIcon = null;                       //clears a variable to prevent the hero from reappearing
        storage.GetComponent <StartBTN>().ControlStartBTN(); //enables the start button
    }
示例#4
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 internal void TintIcon(CharIcon clickedIcon)                     //marks a regiment to be placed on the battlefield
 {
     CharIcon[] charIcons = GetComponentsInChildren <CharIcon>(); //collects all icons
     foreach (CharIcon icon in charIcons)
     {
         if (!icon.charAttributes.isDeployed)
         {
             icon.backGround.sprite = defaultIcon;//sets default background to the icon
         }
     }
     clickedIcon.backGround.sprite   = selectedIcon; //sets green background to the icon
     Deployer.readyForDeploymentIcon = clickedIcon;  //Saves the selected icon in memory
 }
示例#5
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    private void CallHeroIcons()                                //places heroes icons in storage
    {
        regimentIcons = currentProgress.heroesOfPlayer;         //access to player's regiments
        Transform parentOfIcons = scrollRect.content.transform; //defines the parent object for all icons

        for (int i = 0; i < regimentIcons.Count; i++)
        {
            CharIcon fighterIcon = Instantiate(iconPrefab, parentOfIcons); //instantiate and return an icon
            fighterIcon.charAttributes = regimentIcons[i];                 //assigns scriptable object to an icon
            fighterIcon.FillIcon();                                        //fills the icon with a sprite and the number of units.
            //data taken from scriptable object
        }
    }
示例#6
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 internal void TintIcon(CharIcon clickedIcon)                     // marca un regimiento para colocarlo en el campo de batalla
 {
     CharIcon[] charIcons = GetComponentsInChildren <CharIcon>(); // recopila todos los iconos
     foreach (CharIcon icon in charIcons)
     {
         if (!icon.charAttributes.isDeployed)
         {
             icon.backGround.sprite = defaultIcon;// establece el fondo predeterminado del icono
         }
     }
     clickedIcon.backGround.sprite   = selectedIcon; // establece un fondo verde para el icono
     Deployer.readyForDeploymentIcon = clickedIcon;  // Guarda el icono seleccionado en la memoria
 }
示例#7
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    private void CallHeroIcons()                                // coloca los iconos de los héroes en el almacenamiento
    {
        regimentIcons = currentProgress.heroesOfPlayer;         // acceso a los regimientos del jugador
        Transform parentOfIcons = scrollRect.content.transform; // define el objeto padre para todos los iconos

        for (int i = 0; i < regimentIcons.Count; i++)
        {
            CharIcon fighterIcon = Instantiate(iconPrefab, parentOfIcons); // crear una instancia y devolver un icono
            fighterIcon.charAttributes = regimentIcons[i];                 // asigna un objeto programable a un icono
            fighterIcon.FillIcon();                                        // llena el icono con un sprite y el número de unidades.
            // datos tomados de un objeto programable
        }
    }
示例#8
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    //instantiates all icons of heroes who participated in the battle
    public void CallHeroIcons()                                 //places heroes icons in storage
    {
        regimentsSO = currentProgress.heroesOfPlayer;           //access to player's regiments
        Transform parentOfIcons = scrollRect.content.transform; //defines the parent object for all icons

        for (int i = 0; i < regimentsSO.Count; i++)
        {
            if (regimentsSO[i].isDeployed)
            {
                CharIcon fighterIcon = Instantiate(iconPrefab, parentOfIcons); //instantiate and return an icon
                fighterIcon.FillIconWhenGameIsOver(regimentsSO[i]);            //fills the icon with
                //data taken from scriptable object
            }
        }
    }
示例#9
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    // crea una instancia de todos los íconos de los héroes que participaron en la batalla
    public void CallHeroIcons()                                 // coloca los iconos de los héroes en el almacenamiento
    {
        regimentsSO = currentProgress.heroesOfPlayer;           // acceso a los regimientos del jugador
        Transform parentOfIcons = scrollRect.content.transform; // define el objeto padre para todos los iconos

        for (int i = 0; i < regimentsSO.Count; i++)
        {
            if (regimentsSO[i].isDeployed)
            {
                CharIcon fighterIcon = Instantiate(iconPrefab, parentOfIcons); // crear una instancia y devolver un icono
                fighterIcon.FillIconWhenGameIsOver(regimentsSO[i]);            // llena el icono con
                                                                               // datos tomados de un objeto programable
            }
        }
    }