void Awake() { targetedEnemies = new List <GameObject>(); myCollider = GetComponent <CircleCollider2D>(); trickster = GetComponent <characterAttributes>(); firePoint = rangeAttackFirepoint.position; }
public void Reset() { this.deployBar = this.GetComponent <Image>(); this.background = this.transform.parent.gameObject.GetComponent <Image>(); this.character = this.transform.parent.parent.parent.gameObject.GetComponent <characterAttributes>(); this.deployBar.color = new Color(this.deployBar.color.r, this.deployBar.color.g, this.deployBar.color.b, 1f); this.background.color = new Color(this.background.color.r, this.background.color.g, this.background.color.b, 1f); this.current = 0; this.max = this.DEFAULT_DEPLOY_TIME / (this.character.MOB * .5f); }
void Awake() { attack = GetComponent <characterAttack>(); character = GetComponent <characterAttributes>(); ability = GetComponent <characterAbilities>(); }
/// <summary> /// This method should be called with associated character attribute components when the /// bullet object is instantiated. /// </summary> /// <param name="characterAttributes"> /// The character attributes. /// </param> public void SetCharacterAttribute(characterAttributes characterAttributes) { this.attributes = characterAttributes; this.Source = characterAttributes.gameObject; }
public void UpdatePanel() { // Show the attributes characterAttributes characterAttributes = GameObject.Find("CharacterList").transform .GetChild(this.characterIndex).gameObject.GetComponent <characterAttributes>(); this.attributes[0].GetComponent <Image>().sprite = this.bars[characterAttributes.POW]; this.attributes[1].GetComponent <Image>().sprite = this.bars[characterAttributes.ROF]; this.attributes[2].GetComponent <Image>().sprite = this.bars[characterAttributes.RNG]; this.attributes[3].GetComponent <Image>().sprite = this.bars[characterAttributes.MOB]; this.attributes[4].GetComponent <Image>().sprite = this.bars[characterAttributes.AMP]; // Show the equipped modules for (int i = 0; i < 5; i++) { if (this.inventory[this.characterIndex].transform.GetChild(i).childCount != 0) { if (this.slots[i].transform.childCount == 0) { GameObject.Instantiate( this.inventory[this.characterIndex].transform.GetChild(i).GetChild(0), this.slots[i].transform); this.slots[i].transform.GetChild(0).GetComponent <CanvasGroup>().blocksRaycasts = true; this.slots[i].transform.GetChild(0).GetComponent <ModuleGeneric>().isDragable = false; } } else { if (this.slots[i].transform.childCount != 0) { Destroy(this.slots[i].transform.GetChild(0).gameObject); } } } // Show enabled AE and SE if (characterAttributes.burstAE) { this.AE[0].color = new Color(1.0f, 0.0f, 1.0f); } else { this.AE[0].color = new Color(0.25f, 0.25f, 0.25f); } if (characterAttributes.ricochetAE) { this.AE[1].color = new Color(1.0f, 0.0f, 1.0f); } else { this.AE[1].color = new Color(0.25f, 0.25f, 0.25f); } if (characterAttributes.laserAE) { this.AE[2].color = new Color(1.0f, 0.0f, 1.0f); } else { this.AE[2].color = new Color(0.25f, 0.25f, 0.25f); } if (characterAttributes.splashAE) { this.AE[3].color = new Color(1.0f, 0.0f, 1.0f); } else { this.AE[3].color = new Color(0.25f, 0.25f, 0.25f); } if (characterAttributes.pierceAE) { this.AE[4].color = new Color(1.0f, 0.0f, 1.0f); } else { this.AE[4].color = new Color(0.25f, 0.25f, 0.25f); } if (characterAttributes.traceAE) { this.AE[5].color = new Color(1.0f, 0.0f, 1.0f); } else { this.AE[5].color = new Color(0.25f, 0.25f, 0.25f); } if (characterAttributes.whirwindAE) { this.AE[6].color = new Color(1.0f, 0.0f, 1.0f); } else { this.AE[6].color = new Color(0.25f, 0.25f, 0.25f); } if (characterAttributes.reachAE) { this.AE[7].color = new Color(1.0f, 0.0f, 1.0f); } else { this.AE[7].color = new Color(0.25f, 0.25f, 0.25f); } if (characterAttributes.slowSE) { this.SE[0].color = new Color(1.0f, 0.0f, 1.0f); } else { this.SE[0].color = new Color(0.25f, 0.25f, 0.25f); } if (characterAttributes.stunSE) { this.SE[1].color = new Color(1.0f, 0.0f, 1.0f); } else { this.SE[1].color = new Color(0.25f, 0.25f, 0.25f); } if (characterAttributes.burnSE) { this.SE[2].color = new Color(1.0f, 0.0f, 1.0f); } else { this.SE[2].color = new Color(0.25f, 0.25f, 0.25f); } if (characterAttributes.markSE) { this.SE[3].color = new Color(1.0f, 0.0f, 1.0f); } else { this.SE[3].color = new Color(0.25f, 0.25f, 0.25f); } if (characterAttributes.purgeSE) { this.SE[4].color = new Color(1.0f, 0.0f, 1.0f); } else { this.SE[4].color = new Color(0.25f, 0.25f, 0.25f); } if (characterAttributes.breakSE) { this.SE[5].color = new Color(1.0f, 0.0f, 1.0f); } else { this.SE[5].color = new Color(0.25f, 0.25f, 0.25f); } if (characterAttributes.blightSE) { this.SE[6].color = new Color(1.0f, 0.0f, 1.0f); } else { this.SE[6].color = new Color(0.25f, 0.25f, 0.25f); } if (characterAttributes.netSE) { this.SE[7].color = new Color(1.0f, 0.0f, 1.0f); } else { this.SE[7].color = new Color(0.25f, 0.25f, 0.25f); } }