private void Start() { // FieldManager.FieldData temp = new FieldManager.FieldData(16, 16, // "WL WL WL WL WL WL WL WL WL WL WL WL WL WL WL WL \n" + // "WL PW HL PW PW FR FR FR FR FR SL SL SL LK WL WL \n" + // "WL PW PW HL PW FR FR FR FR FR SL SL SL LK FR WL \n" + // "WL FR HL FR FR FR FR FR FR FR FR FR FR FR FR WL \n" + // "WL FR FR FR FR FR FR FR FR FR FR FR FR FR FR WL \n" + // "WL FR FR FR FR FR FR FR FR FR FR FR FR FR FR WL \n" + // "WL TN TN TN TN TN TN TN TN TN TN TN TN TN TN WL \n" + // "WL FR FR FR FR FR FR FR FR FR FR FR FR FR FR WL \n" + // "WL FR FR FR FR FR WL WL FR FR FR FR FR FR FR WL \n" + // "WL FR FR FR FR FR WL WL FR FR FR FR FR FR FR WL \n" + // "WL FR FR FR FR FR FR FR FR FR FR FR FR FR FR WL \n" + // "WL FR FR FR FR FR FR FR FR FR FR FR FR FR FR WL \n" + // "WL FR FR FR FR FR FR FR FR FR FR FR FR FR FR WL \n" + // "WL US US FR FR DS DS FR FR FR FR FR FR FR FR WL \n" + // "WL US US FR FR DS DS FR FR FR FR FR FR FR FR WL \n" + // "WL WL WL WL WL WL WL WL WL WL WL WL WL WL WL WL "); //FieldManager.FieldData temp1 = Common.Data.LoadFieldData(); // FieldManager.FieldData temp2 = Common.Data.LoadFieldData(); //FieldManager.FieldData temp = FieldManager.instance.Merge2FieldData(temp1, temp2, new Vector2Int(temp1.width,temp1.height)); // 청크필드 매니저 선언 ChunkField chunk = new ChunkField(); // 청크 맵 생성 FieldManager.instance.InitField(chunk.GenerateChunkMap(map_size: 3, isAttacked: false)); // 테스트 파티 생성 (없을시) if (GameManager.PartyUnits.Count == 0) { GameManager.PartyUnits.Add(new Unit(UnitAlliance.Party, UnitSpecies.Human, 2)); GameManager.PartyUnits.Add(new Unit(UnitAlliance.Party, UnitSpecies.Human, 2)); GameManager.PartyUnits.Add(new Unit(UnitAlliance.Party, UnitSpecies.Human, 2)); GameManager.PartyUnits.Add(new Unit(UnitAlliance.Party, UnitSpecies.Human, 2)); } // 게임 시작시 재사용대기시간 초기화 GameManager.PartyUnits.ForEach(u => u.Skills.ForEach(s => s.WaitingTime = 0)); // 파티 유닛 최초 소환 BattleView.SummonPartyUnits(); // 적 생성 List <Unit> enemies = new List <Unit>(); enemies.Add(new Unit(UnitAlliance.Enemy, UnitSpecies.Human, 1)); enemies.Add(new Unit(UnitAlliance.Enemy, UnitSpecies.Human, 1)); enemies.Add(new Unit(UnitAlliance.Enemy, UnitSpecies.Human, 1)); enemies.Add(new Unit(UnitAlliance.Enemy, UnitSpecies.Human, 1)); // enemies.Add(new Unit(UnitAlliance.Enemy, UnitSpecies.Human, 1)); // enemies.Add(new Unit(UnitAlliance.Enemy, UnitSpecies.Human, 1)); // enemies.Add(new Unit(UnitAlliance.Enemy, UnitSpecies.Human, 1)); // enemies.Add(new Unit(UnitAlliance.Enemy, UnitSpecies.Human, 1)); // enemies.Add(new Unit(UnitAlliance.Enemy, UnitSpecies.Human, 1)); enemies.Add(new Unit(UnitAlliance.Enemy, UnitSpecies.Human, 1)); // 적 소환 타일 계산 List <Tile> enemyTiles = FieldManager.GetBlankFloorTiles(enemies.Count); // 적 소환 for (int i = 0; i < enemies.Count; i++) { Common.Command.Summon(enemies[i], enemyTiles[i].position); } // 배틀 설정 BattleController.SetBattleMode(true); BattleView.TurnEndButton.gameObject.SetActive(false); BattleController.instance.NextTurnStart(); // 모든 처리가 끝난 뒤에 애니메이션 재생 가능 // FadeOutTextView.PlayText(); }
public static Unit GetUnit(Vector2Int position) { return(FieldManager.GetTile(position)?.GetUnit()); }
public static Obtainable GetObtainable(Vector2Int position) { return(FieldManager.GetTile(position)?.GetObtainable()); }
private void Awake() { instance = this; tileMap = GetComponentInChildren <Tilemap>(); }