public List <SkillType.SkillTypeInfo> GetAdaptableSkills() { //Get the skillslot we're adapting away from SkillSlot skillslotAdaptingAwayFrom = GetSelectedSkillslot(); Chr chrAdapting = skillslotAdaptingAwayFrom.chrOwner; //Get all the skills under this character's disciplines List <SkillType.SkillTypeInfo> lstSkillTypeInfosInDisciplines = SkillType.GetSkillInfosUnderDisciplines(chrAdapting).ToList(); //Filter out any non-viable ones (e.g., ones we already have equipped in that characters slots FilterUnadaptableSkills(chrAdapting, ref lstSkillTypeInfosInDisciplines); //return the filtered list return(lstSkillTypeInfosInDisciplines); }
public void InitWithLoadout(LoadoutManager.Loadout loadout) { //Set our local loadout to the newly submitted one loadoutCur = loadout; //Setup the general UI to reflect the new loadout inputfieldLoadoutName.text = loadoutCur.sName; lstSelectableSkills = SkillType.GetSkillInfosUnderDisciplines(ChrTypeSelectingFor()); //Loop through all the dropdown skill selectors and initialize them with what options they are set to (and their currently selectable options) for (int i = 0; i < ardropdownSkillLoadout.Length; i++) { //Select the appropriate skill (either equipped or benched) from the current loadout ardropdownSkillLoadout[i].Init(loadoutCur.lstChosenSkills[i]); } }
public void ShowSkillSelectionForChr(Chr chrSelectingSkill) { this.gameObject.SetActive(true); SetDropDownOptions(SkillType.GetSkillInfosUnderDisciplines(chrSelectingSkill)); }