public void LeveltwoSpell(int lvl2choiceNOW) { CastSpell cast = CastSpell.FindObjectOfType <CastSpell>(); Meteor meteor = Meteor.GetComponent <Meteor>(); GhostCast ghost = GhostCast.GetComponent <GhostCast>(); Cone cone = Cone.GetComponent <Cone>(); if (lvl2choiceNOW == 1) { // Meteor cast.damage2Pure = meteor.damagePure; cast.aoeSizeMeteor = meteor.aoeSize; cast.cd2Pure = meteor.cooldownSeconds; cast.ghostCast = false; // needs to be here to remove ghostchast cast.cone = false; } if (lvl2choiceNOW == 2) { // Cone - Aoe infront of caster. cast.cone = cone.cone; cast.damage2Pure = cone.damagePure; cast.cd2Pure = cone.cooldownSeconds; cast.aoeSizeMeteor = 0f; cast.ghostCast = false; } if (lvl2choiceNOW == 3) { //GhostCast (spells pass through enemies). cast.damage2Pure = ghost.damagePure; cast.ghostCast = ghost.ghostCast; cast.cd2Pure = ghost.cooldownSeconds; cast.aoeSizeMeteor = 0f; // needs to be here to remove the meteor thingy.. cast.cone = false; } if (lvl2choiceNOW == 0) { cast.damage2Pure = 0f; cast.aoeSizeMeteor = 0f; cast.cd2Pure = 0f; cast.cone = false; cast.ghostCast = false; } }
public void Start() { gm = FindObjectOfType <GameManager>(); fire = AllSpells[0].GetComponent <Fireball>(); frost = AllSpells[1].GetComponent <FrostBolt>(); lightning = AllSpells[2].GetComponent <LightningBolt>(); meteor = AllSpells[5].GetComponent <Meteor>(); cone = AllSpells[3].GetComponent <Cone>(); ghostcast = AllSpells[4].GetComponent <GhostCast>(); doublecast = AllSpells[6].GetComponent <DoubleCast>(); splitcast = AllSpells[7].GetComponent <SplitCast>(); companion = AllSpells[8].GetComponent <Companion>(); boost = AllSpells[9].GetComponent <Boost>(); hasten = AllSpells[10].GetComponent <Hasten>(); empower = AllSpells[11].GetComponent <Empower>(); blackhole = AllSpells[12].GetComponent <BlackHole>(); push = AllSpells[13].GetComponent <Push>(); pool = AllSpells[14].GetComponent <Pool>(); chaosorb = AllSpells[15].GetComponent <ChaosOrb>(); channling = AllSpells[16].GetComponent <Channeling>(); blessedaim = AllSpells[17].GetComponent <BlessedAim>(); }