private void spawnNPC() { Debug.Log("spawning npc..."); if (!cycleRunning) { return; } npc = Instantiate(npcPrefabs[0], new Vector3(spawnPos.position.x, spawnPos.position.y, spawnPos.position.z), Quaternion.identity); npcClass = npc.GetComponent <CharacterClass>(); npcClass.npcCycle = this; npcClass.passportSpawnPoint = this.passportSpawnPoint; npcClass.permitSpawnPoint = this.permitSpawnPoint; npcClass.ErrorProbability = ErrorProbability; passportReceiver.npc = npcClass; }
public override void Initialize(CharacterClass characterClass) { Health health = characterClass.GetComponent <Health>(); health.hasDeflectingArmor = true; }
public override void Initialize(CharacterClass characterClass) { Health health = characterClass.GetComponent <Health>(); health.hasIronBoots = true; }
public override void Initialize(CharacterClass characterClass) { PlayerLantern lantern = characterClass.GetComponent <PlayerLantern>(); lantern.AddLight(lightAmountToAdd); }