public void Setup(Player playerRef, Lantern lanternRef) { _hyperStats = GameData.Instance.Data.AbilityData.GetHypersonicStats(); _lantern = lanternRef; SetAbilityAttributes(); }
private static AbilityContainer.AbilityType NewAbility() { var ability = new AbilityContainer.AbilityType { AbilityLevel = 1, AbilityEvolution = 1, AbilityAvailable = false, AbilityUnlocked = false, UpgradeAvailable = false }; return(ability); }
public void Setup(Player playerRef, Lantern lanternRef) { _rushStats = GameData.Instance.Data.AbilityData.GetRushStats(); _thePlayer = playerRef; _lantern = lanternRef; _playerBody = _thePlayer.GetComponent <Rigidbody2D>(); _gameHud = FindObjectOfType <GameUI>(); _gameHandler = FindObjectOfType <GameHandler>(); SetAbilityAttributes(); SetupHudBar(); }
public void SaveRushStats(AbilityContainer.AbilityType rush) { _abilities.Rush = rush; }
public void SaveLanternDurationStats(AbilityContainer.AbilityType lanternDurationLevel) { _abilities.LanternDurationLevel = lanternDurationLevel; }
public void SaveHypersonicStats(AbilityContainer.AbilityType hyperSonic) { _abilities.Hypersonic = hyperSonic; }