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); } }