void Awake() { ConfigCharacter c = ScriptableObject.CreateInstance <ConfigCharacter>(); movementType = (IMovementType)c.SetupMouvement(enumMouvement); weaponType = (IWeaponType)c.SetupWeapon(enumWeapon); this.SetupCharacter(); }
void InstantiateMonoWeaponButtons <T>(IWeaponType type) where T : IWeaponGadget { foreach (T item in type.Items) { var button = Instantiate <MonoWeaponButton>(monoWeaponButton, scrollRect_weaponGadget.content); button.ButtonInit <T>(item); } }
public IWeapon(IWeapon item) { WCategory = item.WCategory; WType = item.WType; FullAttackElement = item.FullAttackElement; OtherAttackElement = item.OtherAttackElement; Stats.AddStats(item.Stats); Piercing = item.Piercing; Piercing_Precent = item.Piercing_Precent; Requires = item.Requires; MissileFlight = item.MissileFlight; Weight = item.Weight; Runes = new List <int>(item.Runes); Ammunition = new AmmunitionType(item.Ammunition); Name = item.Name; Icon = item.Icon; Category = item.Category; Description = item.Description; Value = item.Value; Stack = item.Stack; Stage = item.Stage; }
public Weapon(IWeaponType type) { Type = type; }
public KnifeWeapon(IWeaponType type) : base(type) { }
public int GetAdvantage(IWeaponType weapon) { return(0); }
public AkWeapon(IWeaponType type) : base(type) { }