}; //Listの横列の番号-2を指定 // Use this for initialization void Awake() { status = gameObject.GetComponent <EnemyStatus>(); gameMaster = FindObjectOfType <GameMasterScript>(); aReader = FindObjectOfType <AbilityReader>(); Lv = gameMaster.GetEnemyLV(); }
void Awake() { matrix = Resources.Load("Data/Code") as MatrixCode; GameObject sdReaderObj = (GameObject)Instantiate(Resources.Load("Prefabs/SaveDataReader")); sdReader = sdReaderObj.GetComponent <SaveDataReader>(); aReader = GetComponent <AbilityReader>(); }
void Awake() { PlayerData pData = PlayerData.Instance; ability = FindObjectOfType <AbilityReader>(); //ability = GetComponent<AbilityReader>(); commandNum = pData.CommandNum; commandList = pData.CommandList; //データのロード currentSelect = 0; }
void Awake() { sdReader = Instantiate(sdReaderPref).GetComponent <SaveDataReader>(); aReader = GetComponent <AbilityReader>(); //これ以降AWAKEではaReaderは使わない まだ向こうがawakeされていない えらーが起こる havecommandNum = sdReader.GetCommandNum(); commandList = sdReader.GetHaveCommandwithNumber(); haveabilityNum = sdReader.GetHavetotalCommandNum(); abilityName = new string[haveabilityNum]; }
void Awake() { playerData = PlayerData.Instance; aReader = FindObjectOfType <AbilityReader>(); //キャラクターのステータスを読み込んでくる くえすとを始める前に保存しておいてそこから読み取る HP = playerData.HP; POWER = playerData.POWER; MAJICPOWER = playerData.MAJICPOWER; DEFENCE = playerData.DEFENCE; SP = playerData.SP; SPRECOVER = playerData.SPRECOVER; }
public void InitAbilities() { List <int> skillList = GetSkillList(); foreach (int skillID in skillList) { skillItem skillItem = skillTable.Instance.GetTableItem(skillID); //string skillConfig = skillItem.config; Ability ability = AbilityReader.CreateAbility(skillID, this); string skillName = ability.GetCastAnimation(); var castType = m_stringToCastTypeMap[skillName]; m_abilityMap[castType] = ability; abilities.Add(ability); } }
// Use this for initialization void Start() { sdReader = FindObjectOfType <SaveDataReader>(); aReader = GetComponent <AbilityReader>(); haveAbilityNumList = sdReader.GetHaveCommandwithNumber(); memoButton.gameObject.SetActive(false); panel.gameObject.SetActive(false); ability = new Ability[haveAbilityNumList.Length]; Buttons = new GameObject[haveAbilityNumList.Length]; //所持しているアビリティ分ボタンを拡張 for (int i = 0; i < ability.Length; i++) //ここで各項目に情報をセット { ability[i] = aReader.GetAbility(haveAbilityNumList[i]); //アビリティ情報を格納 Buttons[i] = Instantiate(ButtonPref); Buttons[i].GetComponent <AbilityValueViewButton>().SetNameAndNum(i, ability[i].Name); Buttons[i].transform.SetParent(Content.transform, false); } }
int[] abilityNum;//Listの横列の番号-2を指定 void Awake() { status = gameObject.GetComponent <EnemyStatus>(); gameMaster = FindObjectOfType <GameMasterScript>(); aReader = FindObjectOfType <AbilityReader>(); Lv = gameMaster.GetEnemyLV(); if (Lv > 20) { abilityNum = ability3; } else if (Lv > 10) { abilityNum = ability2; } else { abilityNum = ability1; } }