// Use this for initialization void Awake() { firstAbility = new FireBall(); secondAbility = new FireShield(); thirdAbility = new FireStorm(); stats = GetComponent <AbstractPlayerStats>(); }
void Start() { fireball = FindObjectOfType <SingleTargetSpell>(); aoeSpell = FindObjectOfType <Spell>(); fireShield = FindObjectOfType <FireShield>(); healSpell = FindObjectOfType <HealSpell>(); // fireball.addSpell(1); // aoeSpell.addSpell(2); // fireShield.addSpell(3); // healSpell.addSpell(4); FireballLvl = 0; HealLvl = 0; BurstballLvl = 0; FirewalkLvl = 0; FirearmorLvl = 0; FirespikeLvl = 0; MayaS = GetComponent <MayaMove>(); SpellsCanvas.enabled = false; }
public override void Draw(GameTime gameTime) { base.Draw(gameTime); _batch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null, null, ActiveCamera.Matrix); World.Draw(gameTime, _batch, ActiveCamera); Player.Draw(_batch); // TODO: Store world objects in an array [,] of List<GameObject> if (FightersShield.Parent == null) { FightersShield.Draw(_batch); } if (FireShield.Parent == null) { FireShield.Draw(_batch); } _batch.End(); }
public WorldManager(ILogger logger, Game game, IContentManager content, IWorld world, ISpriteBatch batch, InputManager input, Player player, AlttpConsole console) : base(game) { Log = logger; _content = content; _batch = batch; _input = input; _console = console; Cameras = new Dictionary <int, Camera>(); World = world; Player = player; FightersShield = new BlueShield(Player.Link.Animations) { Position = new Vector2(2270, 2870) }; FireShield = new FireShield(Player.Link.Animations) { Position = new Vector2(2250, 2870) }; }