public override void Initialize(GameObject obj) { caster = obj.GetComponent <AbilityCaster>(); this.aDamage = damage; this.aRange = range; this.aRCForce = force; }
private void OnTriggerEnter2D(Collider2D other) { if (other.CompareTag("Player")) { AbilityCaster caster = other.GetComponentInChildren <AbilityCaster>(); caster.AddAbility(abilityObject); Destroy(gameObject); } }
public virtual bool Remove(AbilityCaster caster) { if (caster.HasAbility(order)) { caster.Remove(caster.Get(index)); return(true); } return(false); }
public virtual bool Add(AbilityCaster caster) { if (caster.HasAbility(order) == false) { caster.Add(new AbilityInfo(this)); return(true); } return(false); }
public override void Initialize(GameObject obj) { caster = obj.GetComponent <AbilityCaster>(); characterSkin = obj.GetComponent <MeshRenderer>(); this.aCharacterSkin = characterSkin; this.aStat = stat; this.aEffect = effect; this.aEnhanceMaterial = enhancerMaterial; }
public override bool Add(AbilityCaster caster) { if (base.Add(caster) == false) { return(false); } caster.Owner.Damaged += Owner_Damaged; return(true); }
public override bool Add(AbilityCaster caster) { if (base.Add(caster) == false) { return(false); } caster.Get(index).usableAmount.Add(0); caster.Owner.Attack += Owner_Attack; return(true); }
void Awake() { _caster = GetComponent <AbilityCaster>(); _eventHandler = GetComponent <EventHandler>(); _targeting = GetComponent <CharacterTargeting>(); _floatingText = GetComponent <CharacterFloatingText>(); _meleeVector = GetComponent <CharacterMeleeVector>(); AttackPower = _template.AttackPower; Armor = _template.Armor; Health = _template.Health; Dead = false; }
// Start is called before the first frame update void Start() { mover = GetComponent <Mover>(); controller = GetComponent <NPCcontroller>(); health = GetComponent <Health>(); if (attackerScript == null) { attackerScript = GetComponent <Attacker>(); } if (abilityCaster == null) { abilityCaster = GetComponent <AbilityCaster>(); } }
//This and below could also be in the health script, However I am not sure if that is what we want private void OnSceneLoaded(Scene thescene, LoadSceneMode amode) { Variables = GameObject.FindGameObjectWithTag("Player").GetComponent <HealthScript>(); if (PlayerPrefs.GetInt("PlayerHealth") != 0) { Variables.currentHealth = PlayerPrefs.GetInt("PlayerHealth"); Variables.sheild = GetBool("PlayerShield"); PlayerPrefs.SetInt("PlayerHealth", Variables.maxHealth); SetBool("PlayerShield", false); } else { PlayerPrefs.SetInt("PlayerHealth", Variables.maxHealth); SetBool("PlayerShield", false); Variables.currentHealth = PlayerPrefs.GetInt("PlayerHealth"); Variables.sheild = GetBool("PlayerShield"); } BinaryFormatter binary = new BinaryFormatter(); if (new FileInfo(Application.persistentDataPath + "/AbilitySave.txt").Exists) { using (FileStream w = File.Open(Application.persistentDataPath + "/AbilitySave.txt", FileMode.Open)) { Abilitysave = (ListClass)binary.Deserialize(w); } } AbilityCaster abil_cast = GameObject.FindGameObjectWithTag("Player").GetComponentInChildren <AbilityCaster>(); foreach (string Abilityname in Abilitysave.listSave) { var next_abil = (GameObject)Resources.Load("Prefabs/AbilityPrefabs/" + Abilityname); Debug.Log("Trying to add ability" + Abilityname); abil_cast.AddAbility(next_abil); } if (Position_Load != new Vector2(0, 0)) { player_Trans = GameObject.FindGameObjectWithTag("Player").transform; player_Trans.position = Position_Load; } }
public override void Initialize(GameObject obj) { caster = obj.GetComponent <AbilityCaster>(); this.aRadius = radius; }
public override void Initialize(GameObject obj) { caster = obj.GetComponent <AbilityCaster>(); this.aCulminationTime = culminationTime; this.aProjectileForce = projectileForce; }