Example #1
0
 public void RemoveCharacter(PlayerData character)
 {
     for (int i = 0; i < CharacterStatControllers.Count; i++)
     {
         if(character.CharacterData == CharacterStatControllers[i].CharacterData)
         {
             // A bouger dans la réserve ultimement
             CharacterStatControllers.RemoveAt(i);
             CharacterGrowths.RemoveAt(i);
             CharacterEquipement.RemoveAt(i);
         }
     }
 }
Example #2
0
 public void AddCharacter(PlayerData character)
 {
     CharacterStatControllers.Add(new CharacterStatController(character.CharacterData));
     CharacterGrowths.Add(new CharacterGrowthController(character.CharacterGrowth, CharacterStatControllers[CharacterStatControllers.Count-1]));
     CharacterEquipement.Add(new CharacterEquipementController(character.WeaponEquipped, character.WeaponLevels, CharacterStatControllers[CharacterStatControllers.Count - 1], CharacterGrowths[CharacterGrowths.Count - 1]));
 }
Example #3
0
//    public CharacterSlot Slot {
//        get {
//            return slot;
//        }
//        set {
//            slot = value;
//        }
//    }

        private void OnEnable()
        {
            equipement = gameObject.GetComponent <CharacterEquipement>();
            Debug.LogFormat("{0} weapon {1}", name, equipement.GetWeapon());
            SetWeapon(equipement.GetWeapon());
        }