Esempio n. 1
0
    public void changeMagic(GameObject magic)
    {
        // Method for other scripts to change the magic currently used
        projectileHandler magicProperties = magic.GetComponent <projectileHandler>();
        SpriteRenderer    magicSprite     = magic.GetComponent <SpriteRenderer>();

        if (firePointSpriteHandler == null)
        {
            firePointSpriteHandler = firePoint.GetComponent <firePointdisplay>();
            if (firePointSpriteHandler == null)
            {
                Debug.LogError("firepoint sprite handler renderer not found");
            }
        }
        firePointSpriteHandler.updateSprite(magicSprite.sprite);
        tappingFireRate = magicProperties.projectileInfo.tappingFireRate;
        holdingFireRate = magicProperties.projectileInfo.holdingFireRate;
        projectile      = magic;
        manaCost        = magicProperties.projectileInfo.manaCost;
    }
Esempio n. 2
0
    public GameObject projectile;         // The project that we will shoot


    // Use this for initialization
    void Start()
    {
        // Checking that everything needed is assigned
        Instance = this;

        if (firePoint == null)
        {
            Debug.LogError("firePoint not assigned");
        }
        if (projectile == null)
        {
            Debug.LogError("projectile not assigned");
        }
        firePointSprite = firePoint.GetComponent <SpriteRenderer>();
        if (firePointSprite == null)
        {
            Debug.LogError("firepoint sprite renderer not found");
        }
        firePointSpriteHandler = firePoint.GetComponent <firePointdisplay>();
        if (firePointSpriteHandler == null)
        {
            Debug.LogError("firepoint sprite handler renderer not found");
        }
    }