Beispiel #1
0
        public void changeDicrption(int index)
        {
            // Class Name
            string[]   names = new string[] { "Rocket", "Inventor", "Sniper", "Rogue" };
            PlayerCast disc  = spawnPrefabs[index].GetComponent <PlayerCast>();

            if (disc != null)
            {
                // Change Ability Info Text
                Text[] infoText = abilityInfo.GetComponentsInChildren <Text>();
                infoText[0].text = names[index];

                int temp = 0;
                foreach (Text t in infoText)
                {
                    if (t != infoText[0])
                    {
                        t.text = disc.m_abilities[temp].getToolTipStatInfo();
                        temp++;
                    }
                }

                //Change Btns
                Image[] abilityimage = abilityBtns.GetComponentsInChildren <Image>();
                foreach (Image i in abilityimage)
                {
                    i.overrideSprite = disc.m_abilities[index].m_abilityIcon;
                }
            }
        }
 private void Start()
 {
     m_pSetup    = GetComponent <PlayerSetup>();
     m_pMovement = GetComponent <PlayerMovement>();
     m_pCast     = GetComponent <PlayerCast>();
     m_pHealth   = GetComponent <PlayerHealth>();
 }
Beispiel #3
0
 // Start is called before the first frame update
 void Start()
 {
     PlayerCamera = GameObject.Find("camera").GetComponent <Camera>();
     playerT      = GameObject.Find("player").transform;
     dirObjT      = GameObject.Find("centerPoint").transform;
     modelT       = GameObject.Find("playerModel").transform;
     playerCast   = GameObject.Find("playerCast").GetComponent <PlayerCast>();
 }
Beispiel #4
0
 private void Start()
 {
     cast = GetComponent <PlayerCast>();
 }
Beispiel #5
0
 private void Start()
 {
     cast = GetComponent <PlayerCast>();
     line.SetPosition(0, startPoint.position);
 }
 public static void UnsubscribeAllSubscriber()
 {
     if (NextPhase != null)
     {
         System.Delegate[] delegates = NextPhase.GetInvocationList();
         for (int i = 0; i < delegates.Length; i++)
         {
             NextPhase -= delegates [i] as NextPhaseEvent;
         }
     }
     if (AllowCurrentPlayerToMove != null)
     {
         System.Delegate[] delegates = AllowCurrentPlayerToMove.GetInvocationList();
         for (int i = 0; i < delegates.Length; i++)
         {
             AllowCurrentPlayerToMove -= delegates [i] as AllowCurrentPlayerToMoveEvent;
         }
     }
     if (DisallowCurrentPlayerToMove != null)
     {
         System.Delegate[] delegates = DisallowCurrentPlayerToMove.GetInvocationList();
         for (int i = 0; i < delegates.Length; i++)
         {
             DisallowCurrentPlayerToMove -= delegates [i] as DisallowCurrentPlayerToMoveEvent;
         }
     }
     if (AllowCurrentPlayerToFire != null)
     {
         System.Delegate[] delegates = AllowCurrentPlayerToFire.GetInvocationList();
         for (int i = 0; i < delegates.Length; i++)
         {
             AllowCurrentPlayerToFire -= delegates [i] as AllowCurrentPlayerToFireEvent;
         }
     }
     if (DisallowCurrentPlayerToFire != null)
     {
         System.Delegate[] delegates = DisallowCurrentPlayerToFire.GetInvocationList();
         for (int i = 0; i < delegates.Length; i++)
         {
             DisallowCurrentPlayerToFire -= delegates [i] as DisallowCurrentPlayerToFireEvent;
         }
     }
     if (NextPlayer != null)
     {
         System.Delegate[] delegates = NextPlayer.GetInvocationList();
         for (int i = 0; i < delegates.Length; i++)
         {
             NextPlayer -= delegates [i] as NextPlayerEvent;
         }
     }
     if (PlayerDead != null)
     {
         System.Delegate[] delegates = PlayerDead.GetInvocationList();
         for (int i = 0; i < delegates.Length; i++)
         {
             PlayerDead -= delegates [i] as PlayerDeadEvent;
         }
     }
     if (PlayerWon != null)
     {
         System.Delegate[] delegates = PlayerWon.GetInvocationList();
         for (int i = 0; i < delegates.Length; i++)
         {
             PlayerWon -= delegates [i] as PlayerWonEvent;
         }
     }
     if (TimerEnd != null)
     {
         System.Delegate[] delegates = TimerEnd.GetInvocationList();
         for (int i = 0; i < delegates.Length; i++)
         {
             TimerEnd -= delegates [i] as TimerEndEvent;
         }
     }
     if (PlayerCast != null)
     {
         System.Delegate[] delegates = PlayerCast.GetInvocationList();
         for (int i = 0; i < delegates.Length; i++)
         {
             PlayerCast -= delegates [i] as PlayerCastEvent;
         }
     }
     if (SpellEnd != null)
     {
         System.Delegate[] delegates = SpellEnd.GetInvocationList();
         for (int i = 0; i < delegates.Length; i++)
         {
             SpellEnd -= delegates [i] as SpellEndEvent;
         }
     }
     if (NextPlayerButtonClick != null)
     {
         System.Delegate[] delegates = NextPlayerButtonClick.GetInvocationList();
         for (int i = 0; i < delegates.Length; i++)
         {
             NextPlayerButtonClick -= delegates [i] as NextPlayerButtonClickEvent;
         }
     }
 }
Beispiel #7
0
 private void Start()
 {
     select = GetComponent <PlayerSelect>();
     cast   = GetComponent <PlayerCast>();
 }