// data this model uses //private ProtoCharacterData m_data; //public ProtoCharacterData GetData() { // return m_data; //} ////////////////////////////////////////// /// Awake() ////////////////////////////////////////// void Awake() { // init data asap if (Name == "Goblin") { ProtoCharacterData data = IDL_ProtoCharacters.GetCharacter(Name); // set various things SetProperty("HP", data.HP); SetProperty("Abilities", data.Abilities); SetProperty("Name", data.Name); } else { // load the player's data PlayerData data = PlayerLoader.LoadPlayer(); SetProperty("HP", data.GetMaxHP()); SetProperty("Name", data.Name); SetProperty("Abilities", data.GetAbilities()); } SetProperty("Effects", new Dictionary <string, Effect>()); // listen for messages ListenForMessages(true); }
////////////////////////////////////////// /// Init() /// Inits this UI with the incoming /// character data. public override void Init(ProtoCharacterData i_data) { base.Init( i_data ); // create ability views for (int i = 0; i < AbilityViews.Count; ++i) { AbilityViews[i].Init(i_data.Abilities[i]); } }
////////////////////////////////////////// /// Init() /// Inits this UI with the incoming /// character data. ////////////////////////////////////////// public virtual void Init( ProtoCharacterData i_data ) { m_dataCharacter = i_data; // set labels m_textName.text = i_data.Name; // listen for messages ListenForMessages( true ); }
////////////////////////////////////////// /// Init() /// Inits this UI with the incoming /// character data. public override void Init(ProtoCharacterData i_data) { base.Init(i_data); // create ability views for (int i = 0; i < AbilityViews.Count; ++i) { AbilityViews[i].Init(i_data.Abilities[i]); } }
////////////////////////////////////////// /// Init() /// Inits this UI with the incoming /// character data. ////////////////////////////////////////// public virtual void Init(ProtoCharacterData i_data) { m_dataCharacter = i_data; // set labels m_textName.text = i_data.Name; // listen for messages ListenForMessages(true); }
////////////////////////////////////////// /// SetActiveCharacter() /// Sets the active character to the /// incoming type. ////////////////////////////////////////// private void SetActiveCharacter(CharacterTypes i_eType) { // make sure the active character isn't being set numerous times in a row if (m_eActiveCharacter == i_eType) { Debug.LogError("Warning, character getting set to current twice: " + i_eType); return; } // set the active char m_eActiveCharacter = i_eType; m_dataActiveCharacter = GameBoard_Chain.Instance.GetDataFromType(i_eType); }
////////////////////////////////////////// /// Init() /// Inits this UI with the incoming /// character data. ////////////////////////////////////////// public override void Init( ProtoCharacterData i_data ) { base.Init( i_data ); // create ability views for ( int i = 0; i < i_data.Abilities.Count; ++i ) { // add the view object GameObject goView = Instantiate<GameObject>( AbilityPrefab ); goView.transform.SetParent( AbilityContent.transform ); // init the view AbilityView_Chain view = goView.GetComponent<AbilityView_Chain>(); view.Init( i_data.Abilities[i] ); } }
////////////////////////////////////////// /// Init() /// Inits this UI with the incoming /// character data. ////////////////////////////////////////// public override void Init(ProtoCharacterData i_data) { base.Init(i_data); // create ability views for (int i = 0; i < i_data.Abilities.Count; ++i) { // add the view object GameObject goView = Instantiate <GameObject>(AbilityPrefab); goView.transform.SetParent(AbilityContent.transform); // init the view AbilityView_Chain view = goView.GetComponent <AbilityView_Chain>(); view.Init(i_data.Abilities[i]); } }
////////////////////////////////////////// /// SetUpCharacters() ////////////////////////////////////////// private void SetUpCharacters() { // set the player and monster views ProtoCharacterData charPlayer = IDL_ProtoCharacters.GetCharacter("Finthis"); CharacterView viewPlayer = GetViewFromType(CharacterTypes.Player); viewPlayer.Init(charPlayer); ProtoCharacterData charMonster = IDL_ProtoCharacters.GetCharacter("Goblin"); CharacterView viewMonster = GetViewFromType(CharacterTypes.AI); viewMonster.Init(charMonster); // add the data to our list m_listData.Add(charPlayer); m_listData.Add(charMonster); }
////////////////////////////////////////// /// SetUpCharacters() ////////////////////////////////////////// private void SetUpCharacters() { // set the player and monster views // TODO: Load from player data! ProtoCharacterData charPlayer = IDL_ProtoCharacters.GetCharacter("Finthis"); CharacterView viewPlayer = GetViewFromType(CharacterTypes.Player); viewPlayer.Init(charPlayer); ProtoCharacterData charMonster = IDL_ProtoCharacters.GetCharacter("Goblin"); CharacterView viewMonster = GetViewFromType(CharacterTypes.AI); viewMonster.Init(charMonster); // add the data to our list m_listData.Add(charPlayer); m_listData.Add(charMonster); // let the game know characters have been set up Messenger.Broadcast("CharactersSetUp"); }
////////////////////////////////////////// /// Init() /// Inits this UI with the incoming /// character data. ////////////////////////////////////////// public override void Init( ProtoCharacterData i_data ) { base.Init( i_data ); }
////////////////////////////////////////// /// Init() /// Inits this UI with the incoming /// character data. ////////////////////////////////////////// public override void Init(ProtoCharacterData i_data) { base.Init(i_data); }