///////////////////////////////////////////// /// Functions ///////////////////////////////////////////// //initialize variables public void Setup() { extraText = GameObject.Find(EXTRA_CANVAS).transform.Find(TEXT_OBJ).GetComponent <Text>(); turnText = GameObject.Find(TURN_CANVAS).transform.Find(TEXT_OBJ).GetComponent <Text>(); charSheet = GameObject.Find(CHAR_SHEET_OBJ).GetComponent <CharacterSheetBehavior>(); undoButton = GameObject.Find(UNDO_BUTTON_OBJ); ToggleUndoButton(); momentumText = GameObject.Find(MOMENTUM_OBJ).GetComponent <Text>(); deckOrganizer = GameObject.Find(COMBAT_CARD_ORGANIZER).transform; discardOrganizer = GameObject.Find(DISCARD_ORGANIZER).transform; combatDeck.Clear(); //sanity check combatDeck = CreateCombatDeck(); }
/// <summary> /// Don't let the sheet drift over time; make sure it's at the final location when the task is done. /// Then change the sheet's state. /// </summary> protected override void Cleanup() { sheet.position = endLoc; CharacterSheetBehavior sheetBehavior = sheet.GetComponent <CharacterSheetBehavior>(); if (intendedMove == Move.Pick_up) { sheetBehavior.ChangeCurrentStatus(CharacterSheetBehavior.SheetStatus.Displayed); } else { sheetBehavior.ChangeCurrentStatus(CharacterSheetBehavior.SheetStatus.Hidden); } }
///////////////////////////////////////////// /// Fields ///////////////////////////////////////////// //initialize variables and listen for phase-end events, so that the phase-end button behaves properly. public virtual void Setup() { speechBalloon = Resources.Load <GameObject>(BALLOON_OBJ); chatContent = GameObject.Find(CHAT_OBJ).transform.Find(VIEWPORT_OBJ).Find(CONTENT_OBJ); phaseOverButton = GameObject.Find(PHASE_BUTTON_OBJ); phaseText = phaseOverButton.transform.Find(TEXT_OBJ).GetComponent <TextMeshProUGUI>(); phaseOverButton.SetActive(false); undoButton = GameObject.Find(UNDO_BUTTON_OBJ); undoButton.SetActive(false); explainButton = GameObject.Find(EXPLAIN_BUTTON_OBJ); explainButton.SetActive(false); tutorialButton = GameObject.Find(TUTORIAL_BUTTON_OBJ); tutorialButton.SetActive(false); Services.Events.Register <PhaseStartEvent>(PhaseStartHandling); //piece explanation button setup explainButton.GetComponent <ExplainButtonBehavior>().Setup(); //turn UI setup turnText = GameObject.Find(TURN_CANVAS).transform.Find(TURN_TEXT_OBJ).GetComponent <TextMeshProUGUI>(); turnMarker = GameObject.Find(TURN_CANVAS).transform.Find(TURN_MARKER_OBJ).GetComponent <RectTransform>(); //wave UI setup waveText = GameObject.Find(TURN_CANVAS).transform.Find(WAVE_TEXT_OBJ).GetComponent <TextMeshProUGUI>(); waveMarker = GameObject.Find(TURN_CANVAS).transform.Find(WAVE_MARKER_OBJ).GetComponent <RectTransform>(); //phase reminder setup phaseReminder = GameObject.Find(PHASE_OBJ).GetComponent <TextMeshProUGUI>(); //character sheet setup charSheet = GameObject.Find(CHAR_SHEET_OBJ).GetComponent <CharacterSheetBehavior>(); //combat deck setup deckOrganizer = GameObject.Find(COMBAT_CARD_ORGANIZER).transform; discardOrganizer = GameObject.Find(DISCARD_ORGANIZER).transform; combatDeck.Clear(); //sanity check combatDeck = CreateCombatDeck(); //attacker decklist setup deckList = GameObject.Find(DECK_LIST_CANVAS).transform.Find(DECK_LIST_LEFT_OBJ).GetComponent <TextMeshProUGUI>(); deckListOverflow = GameObject.Find(DECK_LIST_CANVAS).transform.Find(DECK_LIST_CENTER_OBJ).GetComponent <TextMeshProUGUI>(); deckListMoreOverflow = GameObject.Find(DECK_LIST_CANVAS).transform.Find(DECK_LIST_RIGHT_OBJ).GetComponent <TextMeshProUGUI>(); RewriteDecklist(); //speech balloon setup attackerBalloonStart = GameObject.Find(BALLOON_START_OBJ).transform.position; //tutorial canvas setup tutorialCanvas = GameObject.Find(TUTORIAL_CANVAS_OBJ); tutText = tutorialCanvas.transform.Find(TUTORIAL_TEXT_OBJ).GetComponent <TextMeshProUGUI>(); tutorialCanvas.SetActive(false); }