public void Attack(int skillnum) { skillnum = skillnum - 1; // for indexing WeaponSkill skill = skills[skillnum]; Collider[] colliders = Physics.OverlapSphere(transform.position, skill.getCurrent().getRange() * 5); foreach (Collider c in colliders) { Debug.Log(c.gameObject.name); if (c.gameObject.tag == "Enemy") { Vector3 enemypos = c.transform.position - transform.position; if (Vector3.Dot(transform.forward, enemypos) > 0) { //c.gameObject.SetActive(false); Enemy e = c.GetComponent <Enemy>(); Debug.Log("power is " + skill.getCurrent().getPower()); e.isAttacked(skill.getCurrent().getPower()); } } } }
void updateSkill(GameObject skillDisplay, WeaponSkill weaponSkill) { Text name = skillDisplay.transform.Find("Name").GetComponent <Text>(); name.text = weaponSkill.getName(); Text description = skillDisplay.transform.Find("Description").GetComponent <Text>(); description.text = weaponSkill.getDescription(); // Current stats updateStats(skillDisplay, "Current", weaponSkill.getCurrent()); Button upgradeButton = skillDisplay.transform.Find("Button").GetComponent <Button>(); if (weaponSkill.isMaxed()) { skillDisplay.transform.Find("Next").GetComponent <Canvas>().enabled = false; skillDisplay.transform.Find("Max").GetComponent <Canvas>().enabled = true; upgradeButton.interactable = false; upgradeButton.transform.Find("Text").GetComponent <Text>().text = "Upgrade"; } else { // make sure everything is displaying even if you change weapons skillDisplay.transform.Find("Next").GetComponent <Canvas>().enabled = true; skillDisplay.transform.Find("Max").GetComponent <Canvas>().enabled = false; int pointsNeeded = weaponSkill.getLevel() * 100; upgradeButton.GetComponent <UpgradeButton>().setPointsNeeded(pointsNeeded); upgradeButton.transform.Find("Text").GetComponent <Text>().text = "Upgrade (" + pointsNeeded.ToString() + " pts)"; upgradeButton.interactable = player.getPoints() >= pointsNeeded ? true : false; // update the next skill values updateStats(skillDisplay, "Next", weaponSkill.getNext()); } }