Esempio n. 1
0
 public void GiveSkillsToPlayers()
 {
     foreach (var player in sys.playerSystemGroup.playerSpawnSystem.controllers.Values)
     {
         Skills skillsC = EntityManager.GetComponentData <Skills>(player);
         skillsC.Initialize(skills);
         EntityManager.SetComponentData(player, skillsC);
         sys.skillSystemGroup.skillsSystem.InitializeSkills(player, skillsC);
     }
 }
Esempio n. 2
0
        private void GiveClassSkills(int characterID, ClassDatam classDatam)
        {
            Entity characterEntity = characters[characterID];
            //Character character = World.EntityManager.GetComponentData<Character>(characterEntity);
            //CharacterDatam characterDatam = meta[character.metaID];
            Skills newSkills = World.EntityManager.GetComponentData <Skills>(characterEntity);//new Skills { };

            newSkills.Initialize(classDatam);
            World.EntityManager.SetComponentData(characterEntity, newSkills);
            skillsSystem.InitializeSkills(characterEntity, newSkills);
        }
Esempio n. 3
0
        public static Skills FromJson(string json)
        {
            if (json == null || json == "")
            {
                return(new Skills());
            }
            SerializeableSkills myClone = UnityEngine.JsonUtility.FromJson <SerializeableSkills>(json);
            Skills skills = new Skills {
            };

            if (myClone.skills == null)
            {
                Debug.LogError("JSON Null inside stats:\n" + json);
                return(new Skills());
            }
            skills.Initialize(myClone.skills.Length);
            for (int i = 0; i < myClone.skills.Length; i++)
            {
                skills.skills[i] = myClone.skills[i];
            }
            return(skills);
        }