示例#1
0
    //Doubleclick
    //private bool oneClick;
    //private bool doubleClick;
    //private float timerForDoubleClick;
    //private float delay = 0.25f;

    private void Start()
    {
        BM = GetComponent <BattleManager>();
        UI = GameObject.Find("CombatButtons").GetComponent <CombatUIScript>();

        //Marker.SetActive(false);
    }
示例#2
0
    //Turns functions
    private void InitializeCombat()
    {
        CS     = GameObject.Find("BattleManager").GetComponent <ClickingScript>();
        UI     = GameObject.Find("CombatButtons").GetComponent <CombatUIScript>();
        canvas = GameObject.Find("Canvas");

        selectAttackButton = GameObject.Find("SelectAttackAction");
        selectSkillButton  = GameObject.Find("SelectSkillButton");
        tankSkillButton    = GameObject.Find("TankSkillButton");

        attackButton   = GameObject.Find("AttackButton");
        defendButton   = GameObject.Find("DefendButton");
        endTurnButton  = GameObject.Find("EndTurnButton");
        moveButton     = GameObject.Find("MoveButton");
        resetButton    = GameObject.Find("ResetButton");
        restButton     = GameObject.Find("RestButton");
        infoTextObject = GameObject.Find("InfoText");
        skillButtons   = GameObject.Find("Skills");

        InfoText      = infoTextObject.GetComponent <Text>();
        InfoText.text = "";

        attackButton.SetActive(false);//Setting buttons inactive at start in code seems arbitrary
        defendButton.SetActive(false);
        endTurnButton.SetActive(false);
        moveButton.SetActive(false);
        resetButton.SetActive(false);
        restButton.SetActive(false);
        actionTurn   = false;
        movementTurn = false;

        playerTurn = true;

        //Initialize enemy lanes
        for (int i = 0; i < EnemyLanes.Length; ++i)
        {
            if (EnemyLanes[i] != null)
            {
                EnemyLanes[i] = Instantiate(EnemyLanes[i], EnemyLanePos[i], transform.rotation) as GameObject;
                EnemyLanes[i].GetComponent <Character>().LanePos = i;
                EnemyLanes[i].GetComponent <Character>().Player  = false;
            }
            else
            {
                continue;
            }
        }
        //Initialize player lanes
        for (int i = 0; i < PlayerLanes.Length; ++i)
        {
            if (PlayerLanes[i] != null)
            {
                PlayerLanes[i] = Instantiate(PlayerLanes[i], PlayerLanePos[i], transform.rotation) as GameObject;
                PlayerLanes[i].GetComponent <Character>().LanePos = i;
                PlayerLanes[i].GetComponent <Character>().Player  = true;
            }
            else
            {
                continue;
            }
        }
    }