internal override void Awake() { base.Awake(); //Get reference to state machine gameplayStateMachine = GetComponent <GameplayStateMachine>(); }
public override void Inject(GameplayManager gameplayManager) { stateMachine = gameplayManager.fsm; input = gameplayManager.input; ui = gameplayManager.tutorialUI; textSpeed = gameplayManager.tutorialTextAppearSpeed; }
public override void Inject(GameplayManager gameplayManager) { fsm = gameplayManager.fsm; }
private void Awake() { stateMachine = new GameplayStateMachine(new InitialState(this)); audioSource = GetComponent <AudioSource>(); }
// Use this for initialisation void Start() { #region AI Variable Initialization // Initialize GPSM reference GPSM = GameObject.Find("Canvas").GetComponent<GameplayStateMachine>(); // Initialize GUIM reference GUIM = GameObject.Find("Canvas").GetComponent<GUIMovement>(); // Initialize turn phase to 0 turnPhase = 0; // Initailize isProcessing to false isProcessing = false; // It's not the end of the game isEnd = false; // The AI isn't at the market isAtMarket = false; #endregion }