private void Awake() { camPointNumber = -1; nextMovePointHero = -1; SearchDestroyCopySingletonOrThisCreateInstance(); m_HeroPawn = FindObjectOfType <HeroPawn>(); m_HeroTransform = m_HeroPawn.gameObject.GetComponent <Transform>(); m_HeroPawn.fakeSwordCollider.enabled = false; m_Camera = Camera.main; camTransform = m_Camera.gameObject.transform; GetWeaponOffValue(); CurrentWeaponHero = WeaponHero.Sword; foreach (EnemyRoom er in enemyInRoom) { foreach (GameObject go in er.enemyGO) { er.enemyPW.Add(go.GetComponentInChildren <EnemyPawn>()); er.enemyPWGO.Add(er.enemyPW[er.enemyPW.Count - 1].gameObject); go.SetActive(false); } } levelOfComplexity = PlayerPrefs.HasKey("LevelOfComplexity") ? PlayerPrefs.GetFloat("LevelOfComplexity") : 0.75f; weaponLightingPrefab = Resources.Load("WeaponMagicLightingCircle") as GameObject; weaponLightingGO = Instantiate(weaponLightingPrefab); weaponLightingTransform = weaponLightingGO.transform; weaponLightingRB = weaponLightingGO.GetComponent <Rigidbody2D>(); weaponLightingGO.SetActive(false); weaponWaterBallPrefab = Resources.Load("WeaponMagicWaterBall") as GameObject; weaponFireBallPrefab = Resources.Load("WeaponMagicFireBall") as GameObject; weaponIceBallPrefab = Resources.Load("WeaponMagicIceBall") as GameObject; }
public void ChangeWeaponHero(WeaponHero m_WeaponHero) { CurrentWeaponHero = m_WeaponHero; GUIManager.Instance.ShowAndHideWeaponChoice(false); if (CurrentGameMode == GameMode.PlayerTurn) { switch (CurrentWeaponHero) { case WeaponHero.Sword: StartCoroutine(WeaponSword()); break; case WeaponHero.Lighting: StartCoroutine(WeaponMagic(weaponWaterBallPrefab, true)); break; case WeaponHero.WaterBall: StartCoroutine(WeaponMagic(weaponWaterBallPrefab, false)); break; case WeaponHero.FireBall: StartCoroutine(WeaponMagic(weaponFireBallPrefab, false)); break; case WeaponHero.IceBall: StartCoroutine(WeaponMagic(weaponIceBallPrefab, false)); break; default: StartCoroutine(WeaponSword()); break; } } }