示例#1
0
		public void _GameOver(){
			TBData.ClearEndData();
			
			//save the faction back to data if it's loaded from data
			for(int i=0; i<factionList.Count; i++){
				Faction fac=factionList[i];
				if(!fac.loadFromData) continue;
				
				List<TBDataUnit> startDataList=TBData.GetStartData(fac.dataID);
				List<TBDataUnit> list=new List<TBDataUnit>();
				
				for(int m=0; m<startDataList.Count; m++){
					for(int n=0; n<fac.allUnitList.Count; n++){
						if(fac.allUnitList[n].GetDataID()==m){
							list.Add(startDataList[m].Clone(fac.allUnitList[n]));
							
							fac.allUnitList.RemoveAt(n);
							break;
						}
					}
				}
				
				TBData.SetEndData(fac.dataID, list);
			}
			
			TBData.ClearStartData();
		}
示例#2
0
        void Awake()
        {
            instance = this;

            TBData.ClearEndData();

            SettingDB settingDB = InitSetting();

            if (enableCover)
            {
                CoverSystem.SetFullCoverDodgeBonus(fullCoverBonus);
                CoverSystem.SetHalfCoverDodgeBonus(halfCoverBonus);
                CoverSystem.SetExposedCritChanceBonus(exposedCritBonus);
            }

            //get the instance of each component and initiate them, the order in which these component matters

            PerkManager perkManager = (PerkManager)FindObjectOfType(typeof(PerkManager));

            if (perkManager != null)
            {
                perkManager.Init();
            }

            AbilityManagerUnit abManagerUnit = (AbilityManagerUnit)FindObjectOfType(typeof(AbilityManagerUnit));

            if (abManagerUnit != null)
            {
                abManagerUnit.Init();
            }

            AbilityManagerFaction abManagerFac = (AbilityManagerFaction)FindObjectOfType(typeof(AbilityManagerFaction));

            if (abManagerFac != null)
            {
                abManagerFac.Init();
            }

            TurnControl turnControl = (TurnControl)FindObjectOfType(typeof(TurnControl));

            turnControl.Init();

            if (settingDB != null)
            {
                turnControl.turnMode  = settingDB.turnMode;
                turnControl.moveOrder = settingDB.moveOrder;
            }

            GridManager gridManager = (GridManager)FindObjectOfType(typeof(GridManager));

            if (settingDB != null)
            {
                gridManager.generateGridOnStart = settingDB.generateGridOnStart;
            }
            gridManager.Init();

            FactionManager factionManager = (FactionManager)FindObjectOfType(typeof(FactionManager));

            if (settingDB != null)
            {
                factionManager.generateUnitOnStart = settingDB.generateUnitOnStart;
            }
            factionManager.Init();

            CollectibleManager collectibleManager = (CollectibleManager)FindObjectOfType(typeof(CollectibleManager));

            if (settingDB != null)
            {
                collectibleManager.generateCollectibleOnStart = settingDB.generateCollectibleOnStart;
            }
            collectibleManager.Init();

            GridManager.SetupGridForFogOfWar();

            OverlayManager overlayManager = (OverlayManager)FindObjectOfType(typeof(OverlayManager));

            overlayManager.Init();

            defaultShootObject = Resources.Load("ScenePrefab/DefaultShootObject", typeof(GameObject)) as GameObject;

            gamePhase = _GamePhase.Initialization;
        }