private void Start() { _spellbookState = GetComponent <SpellbookState>(); _spellbookState.PlaceSpell(SpellToCast, 1); _target = new Target(Target); InvokeRepeating(nameof(CastSpell), 2.0f, Interval); }
void Start() { _mainCamera = Camera.main; _characterState = GetComponent <CharacterState>(); _spellbook = GetComponent <SpellbookState>(); _interactor = GetComponent <Interactor>(); _movement = GetComponent <MovementController>(); }
public AIAgent(EnemyController enemyController) { // Cache everything once and for all Logger = Debugger.Default.GetLogger(enemyController.gameObject.name + "/AI Log", unityLog: false); EnemyController = enemyController; Transform = enemyController.gameObject.transform; CharacterState = enemyController.GetComponent <CharacterState>(); Movement = enemyController.GetComponent <MovementController>(); AnimationController = enemyController.GetComponent <AnimationController>(); SpellBook = enemyController.GetComponent <SpellbookState>(); Config = CharacterState.character; }
void Start() { var player = FindObjectOfType <PlayerController>(); if (player != null) { _spellBookState = player.GetComponent <SpellbookState>(); if (_spellBookState == null) { Debug.LogWarning("PlayerState not found"); } } }
void Awake() { #if DEBUG_COMBAT _combatLog = Debugger.Default.GetLogger(gameObject.name + "/StatLog", unityLog: false); #endif _baseScale = transform.localScale; IsAlive = true; _movement = GetComponent <MovementController>(); _spellBook = GetComponent <SpellbookState>(); _spellManager = SpellManager.Instance; _animationController = GetComponent <AnimationController>(); _hp = character.HealthModifier * MaxHealth; if (CurrentTeam == Team.Undefined) { Debug.LogError("Team not set!", this); } transform.localScale = _baseScale * Size; }
void Start() { var player = FindObjectOfType <PlayerController>(); if (player != null) { _spellBookState = player.GetComponent <SpellbookState>(); if (_spellBookState == null) { Debug.LogWarning("PlayerState not found"); } } SpellIcon.sprite = DefaultSpellIcon; StacksText.text = String.Empty; CooldownText.text = String.Empty; if (ActiveOverlay != null) { _activeColor = ActiveOverlay.color; } }
void Start() { _playerController = FindObjectOfType <PlayerController>(); _playerState = _playerController.GetComponent <CharacterState>(); _playerSpellbookState = _playerController.GetComponent <SpellbookState>(); Debugger.Default.Display($"Cheats/GOD mode", () => { _playerState.ApplyModifier(ModificationParameter.HpFlat, 10000, _playerState, null); _playerState.ApplyModifier(ModificationParameter.MaxHpFlat, 10000, _playerState, null); }); Debugger.Default.Display($"Cheats/WTF mode", () => { _playerSpellbookState.NoCooldowns = !_playerSpellbookState.NoCooldowns; }); if (Buffs != null) { foreach (var buff in Buffs) { if (buff == null) { continue; } Debugger.Default.Display($"Cheats/Apply Buffs/{buff.name}", () => { _playerState.ApplyBuff(buff, _playerState, 1); }); } } foreach (var spell in Spells) { if (spell == null) { continue; } Debugger.Default.Display($"Cheats/Pickup Spell/{spell.name}", () => { _playerState.Pickup(spell, 1); }); Debugger.Default.Display($"Cheats/Drop Spell/{spell.name}", () => { DroppedSpell.InstantiateDroppedSpell(spell, _playerState.GetNodeTransform(CharacterState.NodeRole.Chest).transform.position); }); } foreach (var item in Items) { if (item == null) { continue; } Debugger.Default.Display($"Cheats/Pickup Item/{item.name}", () => { _playerState.Pickup(item, 1); }); } foreach (var enemy in Enemies) { if (enemy == null) { continue; } Debugger.Default.Display($"Cheats/Spawn Enemy/{enemy.name}", () => { GameObject.Instantiate(enemy, _playerState.transform.position, Quaternion.identity); }); Debugger.Default.Display($"Cheats/Spawn Enemy/{enemy.name}/x10", () => { for (var i = 0; i < 10; ++i) { var offset = Random.onUnitSphere; offset.y = 0; offset = offset.normalized; GameObject.Instantiate(enemy, _playerState.transform.position + offset * 2f, Quaternion.identity); } }); } #if UNITY_EDITOR foreach (var scene in EditorBuildSettings.scenes) { if (scene.enabled) { Debugger.Default.Display($"Cheats/Load scene (Editor)/{scene.path}", () => { SceneManager.LoadScene(scene.path); }); } } #endif for (var i = 0; i < SceneManager.sceneCountInBuildSettings; i++) { var scenePath = UnityEngine.SceneManagement.SceneUtility.GetScenePathByBuildIndex(i); var sceneName = System.IO.Path.GetFileNameWithoutExtension(scenePath); Debugger.Default.Display($"Cheats/Load Scene/{i} {sceneName}", () => { SceneManager.LoadScene(sceneName); }); } }