public void AddCharacter(ScriptableCharacter hero, int position) { if (position <= avaliabeTeamSize && position <= maxTeamSize) { heroesList[position] = hero; } }
//Used by DispalyAndAddToTheTeam public void PopulateHeroPanel(ScriptableCharacter hero, Team team, int index) { this.hero = hero; this.team = team; this.index = index; if (hero != null) { for (int i = 0; i < starsList.Count; i++) { starsList[i].SetActive(false); } nameText.text = hero.characterName; levelText.text = hero.level.ToString(); expirenceText.text = hero.expirence.ToString() + "/" + hero.toNextLevel.ToString(); expirienceSlider.value = (float)hero.expirence / (float)hero.toNextLevel; for (int i = 0; i < hero.stars; i++) { starsList[i].SetActive(true); } GameObject temp = Instantiate(hero.prefab, spawnigngPoint); temp.GetComponent <UpdateFaceAndBody>().SetUpFace(hero); temp.GetComponent <UpdateEquipment>().EquipAll(hero.equipment); } Button button = gameObject.GetComponent <Button>(); button.onClick.AddListener(() => AddToTeam(index, team)); }
public void UpdateUI(ScriptableCharacter hero) { for (int i = 0; i < stars.Count; i++) { stars[i].SetActive(false); } this.hero = hero; heroPrefab = hero.prefab; UpdateEquipment(); foreach (Transform child in spawningPoint) { GameObject.Destroy(child.gameObject); } heroPrefab = Instantiate(hero.prefab, spawningPoint); heroPrefab.GetComponent <UpdateFaceAndBody>().SetUpFace(hero); heroPrefab.GetComponent <UpdateEquipment>().EquipAll(hero.equipment); heroPrefab.transform.localScale *= 2; heroName.text = hero.characterName; levelText.text = hero.level.ToString(); expirenceText.text = hero.expirence.ToString() + "/" + hero.toNextLevel.ToString(); expirienceSlider.value = (float)hero.expirence / (float)hero.toNextLevel; UpdateStatsUI(); for (int i = 0; i < hero.stars; i++) { stars[i].SetActive(true); } equipmentInventory.PopulateInventory(); }
IEnumerator CharacterClickDelay(ScriptableCharacter character) { selectedHero = character; damage = character.damage; armor = character.armor; attackRate = character.attackRate; hp = character.maxHealt; blockChance = character.blockChance; dodgeChance = character.dogdeChance; critChance = character.critChance; critDamage = character.critDamageMultiplay; heroCost = character.buyValue; AdjustStatsToLevel(character); yield return(new WaitForSeconds(.11f)); rightPanel.SetActive(true); damageText.text = damage.ToString(); armorText.text = armor.ToString(); attackRateText.text = (100 / attackRate).ToString(); healthText.text = hp.ToString(); critChanceText.text = critChance.ToString(); critDamageText.text = critDamage.ToString(); blockChanceText.text = blockChance.ToString(); dodgeChanceText.text = dodgeChance.ToString(); characterClass.text = character.characterClass.ToString(); characterName.text = character.characterName; heroCostText.text = heroCost.ToString(); }
public void SetUpCharacter(ScriptableCharacter character, TawernPanel tawernPanel) { updateCharacter = GetComponent <UpdateSlotCharacterUI>(); this.character = character; this.tawenPanel = tawernPanel; updateCharacter.UpdateSlotCharacter(character); }
public void SetItemAndEquipment(ItemScriptable item, ScriptableCharacter hero, EquipmentPanel equipmentPanel) { this.equipmentPanel = equipmentPanel; if (item != null && hero != null) { this.item = item; this.hero = hero; } }
public string FindKey(ScriptableCharacter personagem) { for (int i = 0; i < personagens.Length; i++) { if (personagens[i].personagem == personagem) { return(personagens[i].name); } } return(null); }
public void UpdateSlotCharacter(ScriptableCharacter hero) { this.hero = hero; characterPrefab = hero.prefab; characterName.text = hero.characterName; expirience.text = hero.expirence + "/" + hero.toNextLevel; level.text = hero.level.ToString(); characterPrefab = Instantiate(hero.prefab, spawningPoint); characterPrefab.GetComponent <UpdateFaceAndBody>().SetUpFace(hero); characterPrefab.transform.localScale *= 1.5f; characterPrefab.GetComponent <UpdateEquipment>().EquipAll(hero.equipment); slider.value = hero.expirence / hero.toNextLevel; for (int i = 0; i < hero.stars; i++) { stars[i].SetActive(true); } }
public void SetUpFace(ScriptableCharacter character) { this.character = character; headSprites.sprite = character.headSprites; hairsSprites.sprite = character.hairsSprites; eyebrowsSprites.sprite = character.eyebrowsSprites; eyesSprites.sprite = character.eyesSprites; earsSprites.sprite = character.earsSprites; mouthSprites.sprite = character.mouthSprites; beardSprites.sprite = character.beardSprites; torso.sprite = character.torso; pelvis.sprite = character.pelvis; armL.sprite = character.armL; forearmoL.sprite = character.forearmoL; armR.sprite = character.armR; forearmR.sprite = character.forearmR; handL.sprite = character.handL; handR.sprite = character.handR; legL.sprite = character.legL; legR.sprite = character.legR; shinL.sprite = character.shinL; shinR.sprite = character.shinR; bodyColor = character.bodyColor; hairColor = character.hairColor; headSprites.color = bodyColor; torso.color = bodyColor; pelvis.color = bodyColor; armL.color = bodyColor; forearmoL.color = bodyColor; armR.color = bodyColor; forearmR.color = bodyColor; handL.color = bodyColor; handR.color = bodyColor; legL.color = bodyColor; legR.color = bodyColor; shinL.color = bodyColor; shinR.color = bodyColor; earsSprites.color = bodyColor; hairsSprites.color = hairColor; beardSprites.color = hairColor; }
private void AdjustStatsToLevel(ScriptableCharacter hero) { heroCost *= (int)(hero.level * 1.5f); switch (hero.characterClass) { case CharacterClass.Tank: for (int i = 0; i < hero.level; i++) { hp += (int)(hp * 8 / 100); damage += (int)(damage * 6 / 100); } break; case CharacterClass.Archer: hp += (int)(hp * 6 / 100); damage += (int)(damage * 8 / 100); break; case CharacterClass.Berserker: hp += (int)(hp * 7 / 100); damage += (int)(damage * 7 / 100); break; } }
// Used by HeroesPanel public void PopulateHeroPanel(ScriptableCharacter hero, GameObject equipmentPanel, GameObject heroSelectPanel) { for (int i = 0; i < starsList.Count; i++) { starsList[i].SetActive(false); } this.heroSelectPanel = heroSelectPanel; this.equipmentPanel = equipmentPanel; this.hero = hero; nameText.text = hero.characterName; levelText.text = hero.level.ToString(); expirenceText.text = hero.expirence.ToString() + "/" + hero.toNextLevel.ToString(); expirienceSlider.value = (float)hero.expirence / (float)hero.toNextLevel; for (int i = 0; i < hero.stars; i++) { starsList[i].SetActive(true); } GameObject temp = Instantiate(hero.prefab, spawnigngPoint); temp.GetComponent <UpdateFaceAndBody>().SetUpFace(hero); temp.GetComponent <UpdateEquipment>().EquipAll(hero.equipment); }
public void SetCharacter(ScriptableCharacter character) { this.character = character; }
public void SetUpDetailsPanel(ScriptableCharacter hero) { this.hero = hero; }
public void CharacterClick(ScriptableCharacter character, int index) { this.index = index; StartCoroutine(CharacterClickDelay(character)); }
public void HideDetailsPanel() { index = -1; selectedHero = null; rightPanel.SetActive(false); }