Beispiel #1
0
 private void Awake()
 {
     _scriptableRefHolder = GetComponent <SkriptableReferenceHolder>();
     _stat        = GetComponent <GeneralStatistics>();
     _cEffects    = GetComponentInChildren <CharacterEffects>();
     _buffHandler = GetComponentInChildren <BuffHandler>();
 }
        public virtual bool SetupCharacterEffects()
        {
            bool continute_setup = false;

            AlertProgress("Checking CharacterEffects Dependencies");
            CharacterEffects characterEffects = character.GetComponent <CharacterEffects>();

            if (characterEffects)
            {
                AlertProgress("CharacterEffects Found");
                SetupCharacterEffectsDefaults(characterEffects);
                continute_setup = true;
            }
            else
            {
                AlertProgress("CharacterEffects not found");
                AlertProgress("Creating CharacterEffects");
                characterEffects = character.AddComponent <CharacterEffects>();
                SetupCharacterEffectsDefaults(characterEffects);
                continute_setup = true;
            }

            AlertProgress("CharacterEffects Setup complete");
            return(continute_setup);
        }
    public void ClearEffectsUI()
    {
        _effectSlots.ForEach(slot => slot.Clear());
        _effectSlots.Clear();

        _characterEffects.OnDisplayEffectCall -= UpdateEffectsDisplay;
        _characterEffects = null;
    }
Beispiel #4
0
 void Start()
 {
     healthmana    = GetComponent <CharacterHealthMana> ();
     stats         = GetComponent <CharacterStats> ();
     charEffects   = GetComponent <CharacterEffects> ();
     move          = GetComponent <CharacterMove> ();
     headTransform = transform.Find("CharacterHead");
     handTransform = headTransform.Find("LeftSpell");
     handParticles = handTransform.GetComponent <ParticleSystem> ();
 }
Beispiel #5
0
    //Base Methods
    private void Awake()
    {
        _charUI = Instantiate <CharUI>(PrefabProvider_Battle.instance.CharUIPrefab, transform, false);

        _charEffects = Instantiate <CharacterEffects>(PrefabProvider_Battle.instance.CharEffectsPrefab, transform, false);
        _charEffects.Init(moniker);

        _charSpellEffect = GetComponent <SpellEffect>();

        _movement = GetComponent <Movement>();

        _jump = GetComponent <Jump>();

        _audioManager = AudioManager.instance;

        _extraVisualLogic = GetComponent <IExtraVisualLogic>();
    }
        public virtual void SetupCharacterEffectsDefaults(CharacterEffects characterEffects)
        {
            if (characterEffects == false)
            {
                return;
            }
            AlertProgress("Setting Default CharacterEffects values");

            TPCSTCharacterEffects tempCharacterEffects = character_defaults.characterEffects;

            characterEffects.Step               = tempCharacterEffects.Step;
            characterEffects.Land               = tempCharacterEffects.Land;
            characterEffects.Death              = tempCharacterEffects.Death;
            characterEffects.Resurrection       = tempCharacterEffects.Resurrection;
            characterEffects.Hurt               = tempCharacterEffects.Hurt;
            characterEffects.Block              = tempCharacterEffects.Block;
            characterEffects.Hit                = tempCharacterEffects.Hit;
            characterEffects.BigHit             = tempCharacterEffects.BigHit;
            characterEffects.BigDamageThreshold = tempCharacterEffects.BigDamageThreshold;


            AlertProgress("Setting Default CharacterEffects values complete");
        }
 public void RegisterCharacterEffects(CharacterEffects characterEffects)
 {
     _characterEffects = characterEffects;
     _characterEffects.OnDisplayEffectCall += UpdateEffectsDisplay;
 }
Beispiel #8
0
 void Start()
 {
     charEffects = GetComponent <CharacterEffects> ();
 }
 void Start()
 {
     healthmana = GetComponent<CharacterHealthMana> ();
     stats = GetComponent<CharacterStats> ();
     charEffects = GetComponent<CharacterEffects> ();
     move = GetComponent<CharacterMove> ();
     headTransform = transform.Find ("CharacterHead");
     handTransform = headTransform.Find ("LeftSpell");
     handParticles = handTransform.GetComponent<ParticleSystem> ();
 }
Beispiel #10
0
 void Start()
 {
     charEffects = GetComponent<CharacterEffects> ();
 }