// Start is called before the first frame update void Start() { CombatEntity = EntityFactory.Create <CombatEntity>(); CombatEntity.Initialize(); CombatEntity.AddComponent <CombatSkillComponent>(); AnimTimer.MaxTime = AnimTime; }
// Start is called before the first frame update void Start() { CombatEntity = EntityFactory.Create <CombatEntity>(); CombatEntity.Initialize(); CombatEntity.AddListener(ActionPointType.PostReceiveDamage, OnReceiveDamage); CombatEntity.AddListener(ActionPointType.PostReceiveCure, OnReceiveCure); var config = Resources.Load <SkillConfigObject>("SkillConfigs/Skill_1004_坚韧"); var abilityA = CombatEntity.AttachSkill <PassiveSkill1004Entity>(config); }
public void SpawnEntity(CharacterBaseStats baseStats, int position) { GameObject gObj = Instantiate(combatEntityPrefab, enemyPositionsOnWorld[position].transform.position, Quaternion.identity); CombatEntity entity = gObj.GetComponent <CombatEntity>(); EntityData entityData = new EntityData(baseStats); entity.Initialize(entityData); teams[entity.TeamID].Add(entity); entitiesInCombat.Add(entity); controllers.Add(gObj.GetComponent <Controller>()); }
// Start is called before the first frame update void Start() { CombatEntity = EntityFactory.Create <CombatEntity>(); CombatEntity.Initialize(); CombatEntity.AddComponent <AbilityPreviewComponent>(); var config = Resources.Load <SkillConfigObject>("SkillConfigs/Skill_1001_黑火球术"); var abilityA = CombatEntity.AttachSkill <Skill1001Entity>(config); CombatEntity.BindAbilityInput(abilityA, KeyCode.Q); AnimTimer.MaxTime = AnimTime; }
public void SpawnPlayer(PlayerCharacter playerChar) { GameObject gObj = Instantiate(playerEntityPrefab); CombatEntity entity = gObj.GetComponent <CombatEntity>(); entity.Initialize(playerChar.entityStats); teams[entity.TeamID].Add(entity); entitiesInCombat.Add(entity); Controller controller = gObj.GetComponent <Controller>(); if (controller is PlayerController pController) { playerController = pController; uiManager.currentMainCharacter = entity; } controllers.Add(controller); }
// Start is called before the first frame update void Start() { CombatEntity = new CombatEntity(); CombatEntity.Initialize(); CombatEntity.AddListener(CombatActionType.CauseDamage, OnReceiveDamage); }
// Start is called before the first frame update void Start() { CombatEntity = Entity.Create <CombatEntity>(); CombatEntity.Initialize(); CombatEntity.AddListener(CombatActionType.ReceiveDamage, OnReceiveDamage); }
// Start is called before the first frame update void Start() { CombatEntity = EntityFactory.Create <CombatEntity>(); CombatEntity.Initialize(); CombatEntity.AddListener(ActionPointType.PostReceiveDamage, OnReceiveDamage); }
// Start is called before the first frame update void Start() { CombatEntity = new CombatEntity(); CombatEntity.Initialize(); AnimTimer.MaxTime = AnimTime; }