// Use this for initialization void Start() { currentHealth = maxHealth; //Initialize Abilities - TODO Should this be done statically? tumble = new Tumble(); tumble.setScript(this); silverBolts = new Silver_Bolts(); silverBolts.setScript(this); condemn = new Condemn(); condemn.setScript(this); finalHour = new Final_Hour(); finalHour.setScript(this); // valor = new Valor(); // valor.setScript(this); IconWidth = tumbleTexture.width; IconHeight = tumbleTexture.height; //Initially not running running = false; idling = true; a = gameObject.GetComponent(typeof(Animation)) as Animation; originalRotation = transform.localRotation; //spinning = false; alive = true; }
// Use this for initialization void Start() { //Initialize Abilities - TODO Should this be done statically? tumble = new Tumble(); tumble.setScript(this); silverBolts = new Silver_Bolts(); silverBolts.setScript(this); condemn = new Condemn(); condemn.setScript(this); finalHour = new Final_Hour(); finalHour.setScript(this); shadowBolt = new ShadowBolt(); shadowBolt.setScript(this); IconWidth = tumbleTexture.width; IconHeight = tumbleTexture.height; level = 1; //Initially not running running = false; idling = true; a = gameObject.GetComponent(typeof(Animation)) as Animation; originalRotation = transform.localRotation; alive = true; inventory = new Item[inventorySize]; Bow startingBow = new Bow(); startingBow.randomizeWeapon(1, 1); awardItem(startingBow); Helm startingHelm = new Helm(); startingHelm.randomizeArmor(1, 1); awardItem(startingHelm); Chest startingChest = new Chest(); startingChest.randomizeArmor(1, 1); awardItem(startingChest); Gloves startingGloves = new Gloves(); startingGloves.randomizeArmor(1, 1); awardItem(startingGloves); Boots startingBoots = new Boots(); startingBoots.randomizeArmor(1, 1); awardItem(startingBoots); checkpointTexture = Resources.Load("CheckpointTexture/CheckpointMaybe") as Texture2D; playerPortrait = Resources.Load("CheckpointTexture/vayne_circle") as Texture2D; playerManaTexture = Resources.Load("PlayerTextures/mana") as Texture2D; swiftDeathTexture = Resources.Load("VayneTextures/swiftDeath") as Texture2D; shadowBoltTexture = Resources.Load("VayneTextures/ShadowBolt") as Texture2D; leftClickOverlay = Resources.Load("InstructionPage/leftclick") as Texture2D; rightClickOverlay = Resources.Load("InstructionPage/rightclick") as Texture2D; winTexture = Resources.Load("GUITextures/victoryFull") as Texture2D; lossTexture = Resources.Load("GUITextures/defeatFull") as Texture2D; continueButton = Resources.Load("InstructionPage/Continue") as Texture2D; continueButtonHighlighted = Resources.Load("InstructionPage/Continue2") as Texture2D; equipment = new Item[6]; //TODO decide on size equipmentRect = new Rect(50, 50, 300, 300); inventoryRect = new Rect(Screen.width - 350, 50, 300, Mathf.Ceil(inventorySize / 6) * 50 + 20); confirmRect = new Rect((Screen.width / 2) - 150, Screen.height / 4, 300, 300); continueRect = new Rect((Screen.width / 2) - (continueButton.width / 2), Screen.height * (3.0f/4.0f), continueButton.width, continueButton.height); movementSpeed = 1; recalculateStats(); if(PlayerPrefs.GetString("IsSaveGame") == "true"){ name = PlayerPrefs.GetString("SaveFileName"); Load(); } currentHealth = maxHealth; currentMana = maxMana; Save(); }