public void InitSkillSlots() { arSkillSlots = new SkillSlot[nUsableSkills]; for (int i = 0; i < nUsableSkills; i++) { arSkillSlots[i] = new SkillSlot(this, i); } skillRest = new SkillRest(this); arSkillSlots[nRestSlotId].SetSkill(skillRest); }
//Whenever a new skill is added, have to include a skillType -> Constructor mapping for it // so that it can be added in the loadout setup phase public static Skill InstantiateNewSkill(SKILLTYPE skillType, Chr chr) { Skill skillNew = null; switch (skillType) { //TESTING case SKILLTYPE.LEECH: skillNew = new SkillLeech(chr); break; case SKILLTYPE.TRANSFUSE: skillNew = new SkillTransfuse(chr); break; case SKILLTYPE.KNOCKBACK: skillNew = new SkillKnockback(chr); break; case SKILLTYPE.ADVANCE: skillNew = new SkillAdvance(chr); break; case SKILLTYPE.BUNKER: skillNew = new SkillBunker(chr); break; case SKILLTYPE.FIREBALL: skillNew = new SkillFireball(chr); break; case SKILLTYPE.EXPLOSION: skillNew = new SkillExplosion(chr); break; case SKILLTYPE.HEAL: skillNew = new SkillHeal(chr); break; case SKILLTYPE.STRATEGIZE: skillNew = new SkillStrategize(chr); break; case SKILLTYPE.MANABLOSSOM: skillNew = new SkillManaBlossom(chr); break; //Fischer case SKILLTYPE.BUCKLERPARRY: skillNew = new SkillBucklerParry(chr); break; case SKILLTYPE.HARPOONGUN: skillNew = new SkillHarpoonGun(chr); break; case SKILLTYPE.HUNTERSQUARRY: skillNew = new SkillHuntersQuarry(chr); break; case SKILLTYPE.IMPALE: skillNew = new SkillImpale(chr); break; //Katarina case SKILLTYPE.CACOPHONY: skillNew = new SkillCacophony(chr); break; case SKILLTYPE.FORTISSIMO: skillNew = new SkillFortissimo(chr); break; case SKILLTYPE.REVERBERATE: skillNew = new SkillReverberate(chr); break; case SKILLTYPE.SERENADE: skillNew = new SkillSerenade(chr); break; //Pit Beast case SKILLTYPE.FORCEDEVOLUTION: skillNew = new SkillForcedEvolution(chr); break; case SKILLTYPE.SADISM: skillNew = new SkillSadism(chr); break; case SKILLTYPE.TANTRUM: skillNew = new SkillTantrum(chr); break; case SKILLTYPE.TENDRILSTAB: skillNew = new SkillTendrilStab(chr); break; //Rayne case SKILLTYPE.CHEERLEADER: skillNew = new SkillCheerleader(chr); break; case SKILLTYPE.CLOUDCUSHION: skillNew = new SkillCloudCushion(chr); break; case SKILLTYPE.SPIRITSLAP: skillNew = new SkillSpiritSlap(chr); break; case SKILLTYPE.THUNDERSTORM: skillNew = new SkillThunderStorm(chr); break; //Saiko case SKILLTYPE.AMBUSH: skillNew = new SkillAmbush(chr); break; case SKILLTYPE.SMOKECOVER: skillNew = new SkillSmokeCover(chr); break; case SKILLTYPE.STICKYBOMB: skillNew = new SkillStickyBomb(chr); break; case SKILLTYPE.TRANQUILIZE: skillNew = new SkillTranquilize(chr); break; //Sophidia case SKILLTYPE.HISS: skillNew = new SkillHiss(chr); break; case SKILLTYPE.HYDRASREGEN: skillNew = new SkillHydrasRegen(chr); break; case SKILLTYPE.TWINSNAKES: skillNew = new SkillTwinSnakes(chr); break; case SKILLTYPE.VENEMOUSBITE: skillNew = new SkillVenomousBite(chr); break; case SKILLTYPE.REST: skillNew = new SkillRest(chr); break; default: Debug.LogError("ERROR! No constructor for " + skillType + " exists!"); break; } return(skillNew); }