void Awake() { // make this a singleton if (instance == null) { instance = this; } else if (instance != this) { Destroy(this.gameObject); } }
public Character(uint actorID) : base(actorID) { //Init timer array to "notimer" for (int i = 0; i < charaWork.statusShownTime.Length; i++) { charaWork.statusShownTime[i] = 0; } this.statusEffects = new StatusEffectContainer(this); // todo: move this somewhere more appropriate // todo: base this on equip and shit SetMod((uint)Modifier.AttackRange, 3); SetMod((uint)Modifier.AttackDelay, (Program.Random.Next(30, 60) * 100)); SetMod((uint)Modifier.Speed, (uint)moveSpeeds[2]); spawnX = positionX; spawnY = positionY; spawnZ = positionZ; }