protected override void Update() { base.Update(); if (cardUISystem == null) { cardUISystem = FindObjectOfType <CardUISystem>(); } if (SpiritCardsArena == null) { SpiritCardsArena = cardUISystem.DungeonUIChoice; } }
protected virtual void Start() { if (UI == null) { UI = FindObjectOfType <CardUISystem>(); } selected = false; if (spiritSystem == null) { spiritSystem = FindObjectOfType <SpiritSystem>(); } shadow = FindObjectOfType <UIShadow>(); shadow.effectColor = new Color(shadow.effectColor.r, shadow.effectColor.g, shadow.effectColor.b, 0); }
protected override void Update() { if (cardsDealt) // If we have already been dealt cards, do not proceed. (Stops redealing cards again if the player doesn't like the dungeon dealt.) { return; } base.Update(); if (cardUISystem == null) { cardUISystem = FindObjectOfType <CardUISystem>(); } if (DungeonChoiceUI == null) { DungeonChoiceUI = cardUISystem.DungeonUIChoice; } }
private void Awake() { cardUISystem = FindObjectOfType <CardUISystem>(); DungeonChoiceUI = cardUISystem.DungeonUIChoice; DungeonChoiceUI.SetActive(false); }
private void Awake() { cardUISystem = FindObjectOfType <CardUISystem>(); SpiritCardsArena = cardUISystem.SpiritCardsUIArena; SpiritCardsArena.SetActive(false); }