// Default Constructor (1 Weapon, Armor, and 1 Tool) with Initial NanoBuilder public Hero(string name, Weapon weapon, Armor _armor, Tool tool, float maxHP, float curHP, float attk, NanoBuilder builder = null) { heroName = name; weapons.Add(weapon); armor = _armor; tools.Add(tool); heroStats = new UnitStats(maxHP, attk, armor.armorStats._curDefense, armor.armorStats._curShield); heroStats.curHP = curHP; if (builder == null) nanoBuilder = new NanoBuilder(); else nanoBuilder = builder; }
// CHARACTER CREATION: // Create the Hero data class that will hold all the information of the player's Hero character public void CreateHero(string name = "Hiro", string weaponOne = "Kinetic Rifle", string weaponTwo = "Freeze Gun", string tool = "Mining Drill", string armor = "Vacumn Suit", float maxHP = 100f, float curHP = 100f, float attk = 2, NanoBuilder builder = null) { // Default constructor for test needs a weapon, a tool, and armor. theHero = new Hero(name, Items_Database.Instance.GetWeaponfromID(weaponOne), Items_Database.Instance.GetArmorfromID(armor), Items_Database.Instance.GetToolfromID(tool), maxHP, curHP, attk, builder); theHero.AddWeapon(Items_Database.Instance.GetWeaponfromID(weaponTwo)); // Debug.Log("Hero Created!"); // Debug.Log("Hero is wielding: " + theHero.weapons[0].itemName + " armor: " + theHero.armor.itemName + " and tool: " + theHero.tools[0].itemName); // Debug.Log("and " + theHero.weapons[1].itemName); isHeroCreated = true; }
public void SaveNanoBuilder(NanoBuilder builder) { savedNanoBuilder = builder; }
void Start() { // InitBluePrints(); //BlueprintDatabase.Instance.LoadToNanoBuilder(this); NanoBuilder = GameMaster.Instance.theHero.nanoBuilder; InitBP(); // audio_source = GetComponent<AudioSource>(); build_controller = Build_MainController.Instance; build_controller.nanoBuild_handler = this; }
void Start() { hero_nanoBuilder = GameMaster.Instance.theHero.nanoBuilder; //// Check if this is the firs time we load the Blueprint screen. If it is we need to load the Terraformer unto the Hero's blueprints map. //if (!hero_nanoBuilder.CheckForBlueprint(TileData.Types.terraformer)) //{ // // As soon as we have access to the Hero, the first blueprint to load into it would be the Terraformer (this assumes BP database has been Initialized) // hero_nanoBuilder.AddBluePrint(TileData.Types.terraformer, blueprintsMap["Terraformer"]); // Debug.Log("Hero added blueprint for " + blueprintsMap["Terraformer"].buildingName); //} InitRequiredBlueprint(); // If we are on the Inventory/Blueprint Loader scene, we should display the memory count on the Hero's nanobuilder if (SceneManager.GetActiveScene().buildIndex == inventoryLvlIndex) { DisplayBuilderMemory(); } }