Esempio n. 1
0
    protected override void Start()
    {
        base.Start();
        modSocketDictionary = new Dictionary <ModSpot, ModSocket>()
        {
            { ModSpot.ArmR, new ModSocket(rightArmSocket) },
            { ModSpot.ArmL, new ModSocket(leftArmSocket) },
        };
        allModSpots = new List <ModSpot>()
        {
            ModSpot.ArmL, ModSpot.ArmR
        };
        modToSwap = ModSpot.Default;

        AnalyticsManager.Instance.SetModManager(this);

        modInventory = GetComponent <ModInventory>();
        Debug.Assert(modInventory);

        if (assignFromPool)
        {
            AttachRandomMods();
        }
        else
        {
            AttachMods(leftArmOnLoad, rightArmOnLoad);
        }
        isDead          = false;
        isLevelComplete = false;
    }
 //Holder for Buff Selection so UI can have it
 private void OnEnable()
 {
     instance  = this;
     inventory = new ModInventory();
     //This will usually be level 1, but left open in case we do saves or
     //multiple levels where the player starts at a higher power tier.
     for (int i = 1; i < curEnergyTier; i++)
     {
         inventory.EquipNextMod(i);
     }
 }