public Shoot(Turnable t, Turnable target) : base(t) { this.target = target; }
// Use this for initialization void Start () { threat = defaultThreat; abilities.Add (new AbilityAttack()); turnable = GetComponent<Turnable> (); magicPoints = maxMagicPoints; members.Add (this); this.beingName = "Rock " + members.Count.ToString (); overlay = transform.Find ("Overlay").gameObject; HideOverlay (); SetJob (); SetLevelUps (); hitPoints = MaxHitPoints(); currency = 500; AddItem(Instantiate (Resources.Load ("Items/Potion"), transform.position, Quaternion.identity) as GameObject); AddItem(Instantiate (Resources.Load ("Items/Sword"), transform.position, Quaternion.identity) as GameObject); Unselect (); equipment [ItemTypes.Armor] = null; equipment [ItemTypes.Weapon] = null; equipment [ItemTypes.Accessory] = null; image = transform.Find ("Image").GetComponent<Image> (); image.sprite = Resources.Load<Sprite> ("Sprites/job_" + job.SpriteName()); turnable.sprite = transform.Find ("Image").GetComponent<Image> ().sprite; }
void Awake(){ turnable = gameObject.AddComponent<Turnable> (); }
float completion = 0; //When completion is 1, the action is finished. public Move(Turnable t) : base(t) { }
public TimelineStruct(float inputTurn, Turnable inputTurnable) { turn = inputTurn; turnable = inputTurnable; }
public Turnable user; //This is the character that is doing the action public AbstractAction(Turnable user) { this.user = user; }
public void objectRemove(Turnable t) //For when a character dies basically. { turnableObjects.Remove(t); }
public void objectAdd(Turnable t) //Adds objects so they take turns. { turnableObjects.Add(t); }