Exemple #1
0
    private void ApplyData(Character.archetype archetype)
    {
        TextMeshProUGUI tmp = transform.GetChild(0).GetChild(0).gameObject.GetComponent <TextMeshProUGUI>();

        tmp.fontSize = defaultFontsize;
        tmp.text     = name;
        if (name.Length > 6)
        {
            tmp.fontSize -= 6;
        }
        Image img = transform.GetChild(0).GetChild(1).gameObject.GetComponent <Image>();

        img.sprite = image;
        Image imgb = img.transform.parent.GetComponent <Image>();

        switch (archetype)
        {
        case Character.archetype.Attacker:
            imgb.color = new Color(0.7924528f, 0.1831613f, 0.2159052f);
            break;

        case Character.archetype.Tank:
            imgb.color = new Color(0.4298683f, 0.6714197f, 0.7924528f);
            break;

        case Character.archetype.Assassin:
            imgb.color = new Color(0.5283019f, 0.2815949f, 0.4347313f);
            break;

        case Character.archetype.Support:
            imgb.color = new Color(0.3177287f, 0.7924528f, 0.4481168f);
            break;
        }
    }
Exemple #2
0
    public void Set(string nam, int index, Sprite img, Character.archetype archetype, string ability, bool change)
    {
        name      = nam;
        charIndex = index;
        image     = img;
        ApplyData(archetype);
        TextMeshProUGUI[] possible = gameObject.GetComponentsInChildren <TextMeshProUGUI>();
        foreach (var element in possible)
        {
            if (element.gameObject.CompareTag("AbilityExplanation"))
            {
                element.text = "<b>Ability:</b> " + ability;
                break;
            }
        }

        if (change)
        {
            Character myCharacter = inventoryManager.possibleCharacters[charIndex].GetComponent <Character>();
            Slider[]  sliders     = stats.GetComponentsInChildren <Slider>();
            sliders[0].value = myCharacter.health;
            sliders[1].value = myCharacter.defense;
            sliders[2].value = myCharacter.attackDamage;
            sliders[3].value = 4.1f - myCharacter.attackCooldown;
            sliders[4].value = myCharacter.range;
        }
    }