// caching
 private void Awake()
 {
     _playerInput   = GetComponent <PlayerInput>();
     _playerHealth  = GetComponent <Health>();
     _controller    = GetComponent <CharacterController>();
     _abilityScript = GetComponent <AbilityLoadout>();
     _camTransform  = Camera.main.transform;
 }
Esempio n. 2
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        /// <summary>
        /// Returns the cooldown in milliseconds for a given ability, after applying cooldown reduction.
        /// </summary>
        protected int GetCooldownForAbility(AbilityKey ability)
        {
            AbilityLoadout abilities = GameState.ActivePlayer.Abilities;
            ChampionCosts  costs     = ChampionInfo.Costs;
            float          cdr       = GameState.ActivePlayer.Stats.CooldownReduction;

            return(ability switch
            {
                AbilityKey.Q => (int)(costs.Q_Cooldown[abilities.Q_Level - 1] * (1 - cdr)),
                AbilityKey.W => (int)(costs.W_Cooldown[abilities.W_Level - 1] * (1 - cdr)),
                AbilityKey.E => (int)(costs.E_Cooldown[abilities.E_Level - 1] * (1 - cdr)),
                AbilityKey.R => (int)(costs.R_Cooldown[abilities.R_Level - 1] * (1 - cdr)),

                _ => 0,
            });
Esempio n. 3
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 private void Start()
 {
     abilityLoadout = GameObject.Find("Player").GetComponent <AbilityLoadout>();
 }
 private void Awake()
 {
     _animator       = GetComponent <Animator>();
     _movementScript = GetComponent <ThirdPersonMovement>(); // some workflows might have the animator as a child object, so
     _abilityScript  = GetComponent <AbilityLoadout>();      // keep in mind that this might be filled as an inspector reference
 }
Esempio n. 5
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 private void Awake()
 {
     abilityLoadout = GetComponentInChildren <AbilityLoadout>();
     player         = GetComponent <Health>();
 }
Esempio n. 6
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 private void Awake()
 {
     _movementScript = GetComponent <ThirdPersonMovement>();
     _loadoutScript  = GetComponent <AbilityLoadout>();
     _playerHealth   = GetComponent <Health>();
 }