public void SetValues(GameObject SkillDisplayObject, GodStats God) { if (God) { CheckSkills(God); } if (SkillDisplayObject) { SkillDisplay SD = SkillDisplayObject.GetComponent <SkillDisplay>(); if (SD.sName) { SD.sName.text = name; } if (SD.sIcon) { SD.sIcon.sprite = icon; } if (SD.sLevel) { SD.sLevel.text = levelNeeded.ToString(); } if (SD.sPoints) { SD.sPoints.text = pointsNeeded.ToString() + " SP"; } } }
private void Start() { for (int i = 0; i < skills.Count; i++) { SkillDisplay newDisplay = new SkillDisplay(); newDisplay.skill = skills[i]; newDisplay.name = skillObjects[i].transform.Find(nameString).GetComponent <TextMeshProUGUI>(); newDisplay.keyAbility = skillObjects[i].transform.Find(abilityBackground).transform.Find(statString).GetComponent <TextMeshProUGUI>(); newDisplay.skillModifier = skillObjects[i].transform.Find(skillModifierString).GetComponentInChildren <TextMeshProUGUI>(); newDisplay.abilityModifier = skillObjects[i].transform.Find(abilityBackground).transform.Find(abilityModifierString).GetComponent <TextMeshProUGUI>(); newDisplay.passive = skillObjects[i].transform.Find(passiveString).GetComponentInChildren <TextMeshProUGUI>(); newDisplay.ranks = skillObjects[i].transform.Find(ranksString).GetComponent <TMP_InputField>(); newDisplay.currentAlteration = skillObjects[i].transform.Find(currentAlteration).GetComponent <TMP_InputField>(); newDisplay.ranks.onValueChanged.AddListener(newDisplay.ModifyRanks); newDisplay.currentAlteration.onValueChanged.AddListener(newDisplay.ModifyCurrentAlteration); newDisplay.ModifyRanks(newDisplay.ranks.text); newDisplay.ModifyCurrentAlteration(newDisplay.currentAlteration.text); newDisplay.DisplayValues(); displays.Add(newDisplay); } CharacterManager.instance.onValuesReset += DisplayValues; }
// Public method to set the values in the skill ui public virtual void SetValues(GameObject skillDisplayObject) { if (skillDisplayObject) { SkillDisplay SD = skillDisplayObject.GetComponent <SkillDisplay>(); SD.thisSkillName.text = skillName; SD.thisSkillDescription.text = skillDescription; SD.thisSkillLevel.text = level.ToString(); SD.thisSkillIcon.sprite = skillIcon; } }
public void OnSkillInfoView() { if (skillInfo.gameObject.activeInHierarchy) { skillInfo.gameObject.SetActive(false); } SkillDisplay sd = EventSystem.current.currentSelectedGameObject.GetComponent <SkillDisplay>(); skillInfo.skillDisplay = sd; skillInfo.gameObject.SetActive(true); }
public void SetValues(GameObject SkillDisplayObject, PlayerStats Player) { if (SkillDisplayObject) { SkillDisplay SD = SkillDisplayObject.GetComponent <SkillDisplay>(); SD.skillName.text = name; if (SD.skillDecription) { SD.skillDecription.text = Description; } if (SD.uiDisplay) { SD.uiDisplay.sprite = uiDisplay; } if (SD.skillLevel) { SD.skillLevelNeeded.text = LevelNeeded.ToString(); } if (SD.skillXpNeeded) { SD.skillXpNeeded.text = XPNeeded.ToString() + " XP"; } if (SD.skillAttributes) { SD.skillAttributes.text = AffecteAttributes[0].attribute.ToString(); } if (SD.skillAttributeValue) { SD.skillAttributeValue.text = " + " + AffecteAttributes[0].value.ToString(); } if (SD.skillLevel) { SD.skillLevel.text = skillLevel.ToString(); } } }
public void SetValues(GameObject SkillDisplayObject, PlayerStats Player) { if (SkillDisplayObject) { SkillDisplay SD = SkillDisplayObject.GetComponent <SkillDisplay>(); SD.skillName.text = name; if (SD.skillDescription) { SD.skillDescription.text = descrpiton; } if (SD.skillIcon) { SD.skillIcon.sprite = icon; } if (SD.skillXP) { SD.skillXP.text = xpNeeded.ToString() + " XP"; } if (SD.skillLevel) { SD.skillLevel.text = levelNeeded.ToString(); } } }
void Start() { skillDisplay = GetComponent <SkillDisplay>(); beginPosition = transform.position; }