Exemple #1
0
 public void SlotSpellCast()
 {
     if (spellState)
     {
         PlayerSpellCaster caster = playerSpell.playerSpellCaster;
         caster.othersTrigger.DoThat();
         caster.mainTrigger.DoThat();
         spellState = false;
     }
 }
    void Awake()
    {
        GlobalVariables.player = this;
        GlobalVariables.entityList.Add(this.gameObject);

        cHealth      = GetComponent <Health>();
        cTPCamera    = GetComponent <ThirdPersonCamera>();
        cMovement    = GetComponent <PlayerMovement>();
        cCharacter   = GetComponent <CharacterController>();
        cSpellCaster = GetComponent <PlayerSpellCaster>();
    }
    void FixedUpdate()
    {
        //DisplayUI

        spellCaster = GameObject.FindGameObjectWithTag("SpellCaster").GetComponent <PlayerSpellCaster>();
        _DevelopmentScore.SetText("Development Score: " + ControlFactors.DEVELOPMENT_SCORE.ToString());
        _Love.SetText("Love: " + ((ControlFactors.LOVE / ControlFactors.EMOTION) * 100f).ToString("F0") + "%");
        _Fear.SetText("Fear: " + ((ControlFactors.FEAR / ControlFactors.EMOTION) * 100f).ToString("F0") + "%");
        _EnergySlider.value = ((ControlFactors.ENERGY % ControlFactors.MAX_ENERGY) / ControlFactors.MAX_ENERGY);
        _EnergyCharges.SetText(((int)ControlFactors.ENERGY / (int)ControlFactors.MAX_ENERGY).ToString("F0"));
        _EmotionBar.value = (ControlFactors.LOVE / ControlFactors.EMOTION);
        _Time.SetText("Time: " + getTimeInHours());
        _MaxEnergy.SetText("x " + ControlFactors.MAX_ENERGY.ToString("F0"));

        // Checks if the Good Spell Queue needs to be updated
        if (spellCaster.spellQueue.Count > queuedSpellButtons.Count && queuedSpellButtons.Count < queueItemsShown)
        {
            addToQueue();
        }
    }
Exemple #4
0
 void Start()
 {
     spellCaster = Player.instance.GetComponent <PlayerSpellCaster>();
 }