void Start() { Instance = this; debugS = debug; grid = new GridComplete(10, 20, 1f, new Vector3(-13, -6), debug); grid.SetUnwalkable(unWalkableCells); pathAndRadiousVisualiation = GetComponent <VisualiationHandler>(); currentState = State.playerRound; OnStateChange += HandleStateChange; SetUp(); UpdateObjectsInCellRefrences(); SetUpOnGridReady(); }
// Start is called before the first frame update void Start() { Instance = this; SetUpVisualiation(20, "Path Cell", ref pathVisualizationPool); SetUpVisualiation(100, "Radious Cell", ref radiousVisualizationnPool); SetUpVisualiation(100, "Abilities Cell", ref abilitiesVisualizationPool); gridCombatSystem.onGridReady += SetUp; inputHandler.OnPlayerPathChanged += HandlePathVisualization; visualizeCell = Instantiate(activeCellSprite, Vector3.zero, activeCellSprite.transform.rotation); visualizeCell.SetActive(false); activeCellGameObject = Instantiate(activeCellSprite, new Vector3(0, 0, 0), activeCellSprite.transform.rotation); activeCellGameObject.SetActive(false); }