Esempio n. 1
0
    /** AttributeDisplayable public void Method
     * @Params : IDisplayable
     * This public method should only be called by the Champion script so far.
     * In this method, we attribute to the Gui the correct autoAttack.
     * Then, we try to locate a Sprite associated to the autoAttack in the Image Folder associated to the Champion.
     **/
    public void AttributeDisplayable(IDisplayable displayable)
    {
        _autoAttackBase = (AutoAttackBase)displayable;
        Image autoAttackBaseImage = GetComponent <Image>();

        autoAttackBaseImage.sprite = Resources.Load <Sprite>("Images/AutoAttacks/" + _autoAttackBase.GetComponent <Champion>().GetType().ToString() + "/" + _autoAttackBase.GetType());
        if (autoAttackBaseImage.sprite == null)
        {
            autoAttackBaseImage.sprite = Resources.Load <Sprite>("Images/Spells/DefaultSpell");
        }
    }
Esempio n. 2
0
    /** AttributeAutoAttackToClass protected virtual void Method.
     * This method is called by the Start method. The Objective of the method is to get the AutoAttack spell name in the championData instance.
     * Then, it get the script in the scripts library and attach it to the player.
     * If the script is not found or mispelled, the HandleException(2) is launched.
     * After that, we call the AttributeDisplayable method to give to the GUI all information in requires to display informations about the AutoAttack.
     **/
    protected virtual void AttributeAutoAttackToClass()
    {
        Type t = Type.GetType(championData.AutoAttack);

        if (t == null)
        {
            HandleException(2);
            return;
        }
        autoAttack = (AutoAttackBase)gameObject.AddComponent(t);

        GUIAutoAttackDisplayer autoAttackDisplayer = GameObject.Find("AutoAttack").GetComponent <GUIAutoAttackDisplayer>();

        autoAttackDisplayer.AttributeDisplayable(autoAttack);
    }