using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; using static UnityEngine.UI.Button; public class BattleUIManager : UIManager { private BattleManager battle; private GameMaster gm; //smart input variables private const string itemsGuiName = "Items"; private const int maxAbilityNumber = 6; private const int maxTargetNumber = 5; private const int maxItemNumber = 9; private Button[] ability_buttons; private Button[] item_buttons; private Button[] target_buttons; private List abilities; private Coroutine text_coroutine; private int i = 0; public Text status; public GameObject status_panel; public GameObject results_panel; public Text drops; public GameObject input_panel; public GameObject targets_panel; public GameObject items_panel; private void Start() { UI.showCursor(true); gm = GameMaster.Instance; battle = GetComponent(); /* status_panel = GameObject.Find("status_panel"); status = status_panel.GetComponentInChildren(); input_panel = GameObject.Find("Input_UI"); items_panel = GameObject.Find("items_panel"); targets_panel = GameObject.Find("targets_panel"); results_panel = GameObject.Find("Results_UI"); drops = GameObject.Find("drops_text").GetComponent(); */ input_panel.SetActive(false); targets_panel.SetActive(false); items_panel.SetActive(false); results_panel.SetActive(false); ability_buttons = input_panel.transform.GetComponentsInChildren