// Use this for initialization void Start() { // References to objects and componenets pmObj = GameObject.Find("PlayerManager"); if (pmObj) { pm = pmObj.GetComponent <PlayerManager> (); } if (pmObj == null) { Debug.Log("ERROR - Cannot find player manager object in scene"); } if (pm == null) { Debug.Log("ERROR - Cannot find player manager component in scene"); } classDatabaseObj = GameObject.Find("CharacterClassManager"); if (classDatabaseObj) { classDatabase = classDatabaseObj.GetComponent <ClassDatabase> (); } if (classDatabaseObj == null) { Debug.Log("Cannot find class database object in character selection scene"); } if (classDatabase == null) { Debug.Log("Cannot find class database component in character selection scene"); } currentClass = classDatabase.GetClass(currentIndex); DisplayStat(); }
protected override void Awake() { base.Awake(); health = 10; armor = 5; strength = 0; magic = 0; dexterity = 0; score = 0; //maxAuras = 12; primaryStats = new StatType[2]; otherStats = new StatType[2]; var settingsObj = GameObject.FindGameObjectWithTag("SettingsManager"); if (settingsObj != null) { var settings = settingsObj.GetComponent <SettingsManager>(); primaryStats[0] = settings.primaryStat; primaryStats[1] = settings.offStat; var offStats = StatTypes.GetOtherStats(primaryStats); otherStats[0] = offStats[0]; otherStats[1] = offStats[1]; } else { primaryStats[0] = StatType.Strength; otherStats[0] = StatType.Dexterity; otherStats[1] = StatType.Magic; } data.type = Entity.Type.Player; hand = new CardInfo[5]; deck = new ArrayList(); graveyard = new ArrayList(); // Player will always have punch in hand[4] // Punch doesn't go into graveyard when used and can't be discarded hand[punchIndex] = punchCard; selectedCard = punchIndex; // Put class' special card in hand CardInfo specialCard = ClassDatabase.GetClass(primaryStats[0], primaryStats[1]).specialCard; if (specialCard) { PutCardInHand(specialCard); } }
public void UpdateClassDescription() { var settings = SettingsManager.GetScript; var cClass = ClassDatabase.GetClass(settings.primaryStat, settings.offStat); classSprite.sprite = cClass.sprite; classNameText.text = cClass.className; classStatsText.text = cClass.primaryStat + "/" + cClass.offStat; classDescText.text = cClass.description; classSignatureCard.SetItem(cClass.specialCard); }