public void SetUpAbilities() { var abilityControls = GetComponent <AbilityControls>(); abilityControls.InputToAbility = new Dictionary <string, AbilitySlot> { { "Ability1", AbilitySlot.Left }, { "Ability2", AbilitySlot.Top } }; var lightAttack = new LightAttack() { Projectile = testProjectile, Character = character }; var singleFire = new SingleFire() { Projectile = testProjectile2, Character = character }; lightAttack.SetUp(); singleFire.SetUp(); character.AbilitySet.Abilities = new Dictionary <AbilitySlot, IAbility> { { AbilitySlot.Left, lightAttack }, { AbilitySlot.Top, singleFire } }; }
void Awake() { m_movement = Avatar.GetComponent<Movement>(); m_light_attack = Avatar.GetComponent<LightAttack>(); m_lock_on = Avatar.GetComponent<LockOn>(); m_dodge = Avatar.GetComponent<Dodge>(); }
void Start() { allowInput = true; lightAttackClass = GetComponent <LightAttack>(); mediumAttackClass = GetComponent <MediumAttack>(); heavyAttackClass = GetComponent <HeavyAttack>(); playerDefenseClass = GetComponent <PlayerDefense>(); playerDashClass = GetComponent <PlayerDash>(); }