Awake() protected method

protected Awake ( ) : void
return void
 void Start()
 {
     characterPoints = _STARTING_CHARACTER_POINTS;
     playerCharacter = new PlayerCharacter();
     playerCharacter.Awake();
     Assign_StartingAttributeValues();// Starting values as race/class profiles?
     playerCharacter.UpdateCharacterStats();
     Setup_UI();
 }
    // Use this for initialization
    void Start()
    {
        _toon = new PlayerCharacter();
        _toon.Awake();

        pointsLeft = STARTING_POINTS;

        for (int i = 0; i < Enum.GetValues(typeof(AttributeName)).Length; i++) {
          _toon.GetPrimaryAttribute(i).BaseValue = STARTING_VALUE;
          pointsLeft -= (STARTING_VALUE - MIN_STARTING_ATTRIBUTE_VALUE);
        }

        _toon.StatUpdate();
    }
    // Use this for initialization
    void Start()
    {
        toon = new PlayerCharacter();
        toon.Awake();

        pointsLeft = StartingPoints;

        for (int i = 0; i < Enum.GetValues(typeof(AttributeName)).Length; i++)
        {
            toon.GetPrimaryAttribute(i).BaseValue = StartingValue;
            pointsLeft -= (StartingValue - MinimumStartingValue);
        }

        toon.StatUpdate();
    }
Esempio n. 4
0
    // Use this for initialization
    void Start()
    {
        var pc = Instantiate(playerPrefab, Vector3.zero, Quaternion.identity);

        pc.name = "pc";

        _toon = (pc as GameObject).GetComponent <PlayerCharacter>();
        _toon.Awake();
        attributeValueCount = Enum.GetValues(typeof(AttributeName)).Length;
        vitalValueCount     = Enum.GetValues(typeof(VitalName)).Length;
        for (var cnt = 0; cnt < attributeValueCount; cnt++)
        {
            _toon.GetPrimaryAttribute(cnt).BaseValue = STARTING_VALUE;
            pointsLeft -= (STARTING_VALUE - MIN_STARTING_ATTRIBUTE_VALUE);
        }

        _toon.StatUpdate();
    }
    // Use this for initialization
    void Start()
    {
        GameObject pc = Instantiate(playerPrefab, Vector3.zero, Quaternion.identity) as GameObject;

        pc.name = "PC";

        _toon = pc.GetComponent <PlayerCharacter>();
        _toon.Awake();

        pointsLeft = STARTING_POINTS;

        for (int i = 0; i < Enum.GetValues(typeof(AttributeName)).Length; i++)
        {
            _toon.GetPrimaryAttribute(i).BaseValue = STARTING_ATTRIBUTE_VALUE;
            pointsLeft -= (STARTING_ATTRIBUTE_VALUE - MIN_STARTING_ATTRIBUTE_VALUE);
        }

        _toon.StatUpdate();
    }
 // Start is called before the first frame update
 void Start()
 {
     _toon = new PlayerCharacter();
     _toon.Awake();
 }
Esempio n. 7
0
    // Use this for initialization
    void Start()
    {
        GameObject player = Instantiate (playerPrefab, Vector3.zero, Quaternion.identity) as GameObject;
        player.name = "Player";

        _char = player.GetComponent<PlayerCharacter> ();
        _char.Awake ();

        pointsLeft = STARTING_POINTS;

        for (int i = 0; i < Enum.GetValues(typeof(AttributeName)).Length; i++) {
            _char.GetPrimaryAttribute (i).BaseValue = STARTING_ATTRIBUTE_VALUE;
            pointsLeft -= (STARTING_ATTRIBUTE_VALUE - MIN_STARTING_ATTRIBUTE_VALUE);
        }

        _char.StatUpdate ();
    }
Esempio n. 8
0
    // Use this for initialization
    void Start()
    {
        var pc = Instantiate(playerPrefab,Vector3.zero,Quaternion.identity);

        pc.name="pc";

        _toon = (pc as GameObject).GetComponent<PlayerCharacter>();
        _toon.Awake();
        attributeValueCount=Enum.GetValues(typeof(AttributeName)).Length;
        vitalValueCount=Enum.GetValues(typeof(VitalName)).Length;
        for(var cnt= 0; cnt<attributeValueCount ;cnt++)
        {
            _toon.GetPrimaryAttribute(cnt).BaseValue=STARTING_VALUE;
            pointsLeft-=(STARTING_VALUE - MIN_STARTING_ATTRIBUTE_VALUE);
        }

        _toon.StatUpdate();
    }
Esempio n. 9
0
    // Use this for initialization
    void Start()
    {
        toon = new PlayerCharacter();
        toon.Awake();

        pointsLeft = StartingPoints;

        for (int i = 0; i < Enum.GetValues(typeof(AttributeName)).Length; i++)
        {
            toon.GetPrimaryAttribute(i).BaseValue = StartingValue;
            pointsLeft -= (StartingValue - MinimumStartingValue);
        }

        toon.StatUpdate();
    }
Esempio n. 10
0
    // Use this for initialization
    void Start()
    {
        GameObject pc = Instantiate(playerPrefab, Vector3.zero, Quaternion.identity) as GameObject;
        pc.name = "pc";
        _toon = pc.GetComponent<PlayerCharacter>();
        _toon.Awake();
        _pointsLeft = STARTING_POINTS;

        for(int cnt = 0; cnt < Enum.GetValues(typeof(AttributeName)).Length; cnt++  ){ // loop through the player attributes
            _toon.getPrimaryAttribute(cnt).BaseValue = STARTING_VALUE;
            _pointsLeft -=(STARTING_VALUE-MIN_STARTING_ATTRIBUTE_VALUE);
        }
        _toon.StatUpdate();
    }
Esempio n. 11
0
 // Use this for initialization
 void Start()
 {
     _toon = new PlayerCharacter();
     _toon.Awake();
 }
    // Use this for initialization
    void Start()
    {
        _toon = new PlayerCharacter();
        _toon.Awake();

        pointsLeft = START_PTS;

        for(int x = 0; x < (Enum.GetNames(typeof(AttributeName))).Length; x++) {
            _toon.GetPrimaryAttribute(x).BaseValue = STARTING_VALUE;
            pointsLeft -= (STARTING_VALUE - MIN_STARTING_ATTR);
        }

        _toon.StatUpdate();
    }