//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); }
//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; } } }