protected virtual void Awake() { skillHandler = GetComponent <CCSkillHandler>(); SkillTemplate tempSpell = null; int number = -1; for (byte i = 0; i < PlayerStats.skillList.Length; i++) { if (PlayerStats.skillList[i].id == id) { number = i; break; } } tempSpell = PlayerStats.skillList[number]; damage = tempSpell.damage * (1 + (PlayerStats.damageModifier * 0.01f)); radius = tempSpell.radius; force = tempSpell.force; range = tempSpell.range; speed = tempSpell.speed; ticks = tempSpell.ticks; timePerTick = tempSpell.timePerTick; animationName = tempSpell.animationName; spellPrefab = tempSpell.spellPrefab; cooldown = tempSpell.cooldown; audioClip = tempSpell.audio; skillIndex = -1; for (int i = 0; i < PlayerStats.equippedSkills.Length; i++) { if (id == PlayerStats.equippedSkills[i]) { skillIndex = i; //skillHandler.intController.skillInfo[i] = new SkillHUDInfo(); //skillHandler.intController.skillInfo[i].cooldown = cooldown; //skillHandler.intController.skillInfo[i].iconTexture = texture; } } }
private void AssignVariables() { //torsoTransform Camera.main.GetComponent <CameraOrbit>().targetTransform = placeholderCamPos; torsoTransform = myTransform.Search("Bone_Rotation"); if (SmartFoxConnection.hasConnection) { transformSender.MovementTranform = movingTransform; transformSender.BoneTransform = torsoTransform; } //Adicionar os trails como filho para o bone certo GameObject tempObject = (GameObject)Instantiate(weaponPrefab, myTransform.position, Quaternion.identity); tempObject.transform.parent = myTransform.Search("Bone_Hand_R"); tempObject.transform.localPosition = Vector3.zero; tempObject.transform.localRotation = Quaternion.identity; tempObject.transform.localScale = new Vector3(1, 1, 1); //------------------------------------------------ NMGame.Instance.SendCollider(Vector3.zero, myCollider.bounds.size); //print (myCollider.bounds.center + " " + myCollider.bounds.size); //healthHandler = GetComponent<HealthHandler>(); //Faz com que a camera principal siga este personagem //PlayerStats.playerTransform = myTransform; //Camera.main.GetComponent<CameraSmoothFollow>().TargetTransform = transform; //GameObject.Find("GUICamera").GetComponent<InterfaceController>().healthHandler = healthHandler; //Adiciona scripts necessários a este gameObject charMover = myGameObject.AddComponent <CCMover>(); charAnimator = myGameObject.AddComponent <CCFawkesAnimator>(); inputController = myGameObject.AddComponent <CCInputController>(); skillHandler = myGameObject.AddComponent <CCSkillHandler>(); /* * myGameObject.AddComponent<CharacterWeaponHandler>(); * weaponHandler = GetComponent<CharacterWeaponHandler>();*/ //Inicializa variaveis charMover.MovementSpeed = movementSpeed; charMover.InputControllerSet = inputController; charMover.MyTransform = myTransform; charMover.MyRigidbody = myRigidbody; charMover.HealthHandler = healthHandler; charMover.FacingTransform = torsoTransform; charMover.MovingTransform = movingTransform; charMover.CharAnimator = charAnimator; charMover.CharSkillHandler = skillHandler; charMover.CharMotor = motor; charAnimator.CharMover = charMover; charAnimator.CharMotor = motor; charAnimator.TorsoTransform = torsoTransform; /* * inputController.HealthHandlerSet = healthHandler; * inputController.SkillHandler = skillHandler;*/ skillHandler.MyTransform = myTransform; skillHandler.MyAnimation = myAnimation; skillHandler.MyFacing = torsoTransform; skillHandler.HealthHandler = healthHandler; skillHandler.CharMover = charMover; skillHandler.DamageCollider = damageCollider; skillHandler.DamageColliderConstant = damageColliderConstant; skillHandler.PlaceholderDamageFront = placeholderDamageFront; skillHandler.PlaceholderDamageFrontGround = placeholderDamageFrontGround; skillHandler.PlaceholderSpellHand = placeholderSpellHand; skillHandler.PlaceholderFrontDirection = placeholderFrontDirection; //skillHandler.ClipOnCooldown = clipSkillOnCooldown; //skillHandler.intController = GameObject.Find("GUICamera").GetComponent<InterfaceController>(); /* * weaponHandler.MainHandTransform = mainHandTransform; * weaponHandler.OffHandTransform = offHandTransform;*/ PlayerStats.playerTransform = myTransform; }