Esempio n. 1
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    public virtual void Load()
    {
        abilityData = AbilityDataCache.GetDataForAbility(name);

        //Debug.Log("Ability Base is loading ability with cooldown" + abilityData.stats.cooldown);
        cooldown = abilityData.stats.cooldown;
    }
Esempio n. 2
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    private void Awake()
    {
        abilityData = AbilityDataCache.GetDataForAbility(name);
        speedBoost  = abilityData.stats.dotValue;

        //gameObject.SetActive(false);
    }
Esempio n. 3
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    // Start is called before the first frame update
    void Start()
    {
        spriteRenderer = GetComponent <SpriteRenderer>();
        color          = spriteRenderer.color;

        objectVisibleTime = AbilityDataCache.GetDataForAbility(name).stats.duration;

        setSpriteAlpha(initialAlpha);
    }
    private void Awake()
    {
        abilityData = AbilityDataCache.GetDataForAbility(name);

        effect = GetComponent <AbilityEffect>();

        if (GetComponent <AbilityDuration>() != null)
        {
            isStatic = true;
        }
        else
        {
            isStatic = false;
        }

        projectileVisuals = GetComponent <ProjectileVisuals>();
    }
Esempio n. 5
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    private void Awake()
    {
        duration = AbilityDataCache.GetDataForAbility(name).stats.duration;
        Debug.Log("AbilityDuration Duration for " + name + " is " + duration);


        if (duration <= 0f)
        {
            Debug.Log("AbilityDuration Warning duration not set for ability " + name);
        }

        AbilitySpawnTween tween = GetComponent <AbilitySpawnTween>();

        if (tween)
        {
            duration += tween.duration;
        }

        visuals = GetComponent <ProjectileVisuals>();
    }
    private void Start()
    {
        // Get duration for the Dust Dusk
        dustDuskDuration = AbilityDataCache.GetDataForAbility("Dust Dusk").stats.duration;

        // Store all the particle systems from the Dusk Dusk so we can stop the and the disable the DD object
        int duskDustParticlesSize = dustDusk.transform.childCount + 1;

        duskDuskParticles = new ParticleSystem[duskDustParticlesSize];

        Debug.Log("EnvironmentManager Start Dust Dusk duskDustParticlesSize" + duskDustParticlesSize);
        Debug.Log("EnvironmentManager Start Dust Dusk ParticleSystems in children" + dustDusk.GetComponentsInChildren <ParticleSystem>().Length);

        // Cache the particlesystems from the children
        int index = 0;

        foreach (ParticleSystem pS in dustDusk.GetComponentsInChildren <ParticleSystem>())
        {
            Debug.Log("EnvironmentManager Start Dust Dusk Index " + index);
            duskDuskParticles[index] = pS;
            index++;
        }
    }