public void Select3Four() { if (selectedSkill != null) { selectedFrame.color = previousColor; } previousColor = skill3FourFrame.color; previousSkill = GetSkill(ref currentClass.skillTreeThree[2]); selectedSkill = currentClass.skillTreeThree[3]; selectedFrame = GetFrame(ref skill3FourFrame); selectedFrame.color = new Color(0, 0, 1, 0); }
public void Select4Five() { if (selectedSkill != null) { selectedFrame.color = previousColor; } previousColor = skill4FiveFrame.color; previousSkill = GetSkill(ref currentClass.skillTreeFour[3]); selectedSkill = currentClass.skillTreeFour[4]; selectedFrame = GetFrame(ref skill4FiveFrame); selectedFrame.color = new Color(0, 0, 1, 0); }
public void Select3One() { if (selectedSkill != null) { selectedFrame.color = previousColor; } previousColor = skill3OneFrame.color; previousSkill = null; selectedSkill = currentClass.skillTreeThree[0]; selectedFrame = GetFrame(ref skill3OneFrame); selectedFrame.color = new Color(0, 0, 1, 0); }
public void Select2Three() { if (selectedSkill != null) { selectedFrame.color = previousColor; } previousColor = skill2ThreeFrame.color; previousSkill = GetSkill(ref currentClass.skillTreeTwo[1]); selectedSkill = currentClass.skillTreeTwo[2]; selectedFrame = GetFrame(ref skill2ThreeFrame); selectedFrame.color = new Color(0, 0, 1, 0); }
public void Select1Two() { if (selectedSkill != null) { selectedFrame.color = previousColor; } previousColor = skill1TwoFrame.color; previousSkill = GetSkill(ref currentClass.skillTreeOne[0]); selectedSkill = GetSkill(ref currentClass.skillTreeOne[1]); selectedFrame = GetFrame(ref skill1TwoFrame); selectedFrame.color = new Color(0, 0, 1, 0); }
public ref ClassSystem.Skill GetSkill(ref ClassSystem.Skill skill) { return(ref skill); }
// Start is called before the first frame update void Start() { rb2D = GetComponent <Rigidbody2D>(); direction = Vector2.right; equippedSkill1 = currentClass.basicSkills[0]; equippedSkill2 = currentClass.basicSkills[1]; equippedWeapon = currentClass.weapons[0]; skill1Portrait.sprite = equippedSkill1.portrait; skill2Portrait.sprite = equippedSkill2.portrait; cooldown1 = equippedSkill1.cooldown; cooldown2 = equippedSkill2.cooldown; cooldownTime1 = 0; cooldownTime2 = 0; nextRecharge = rechargeRate; PlayerMovement player = gameObject.GetComponent <PlayerMovement>(); player.maxHealth = currentClass.strength * 10; player.health = player.maxHealth; player.defence = currentClass.defence; maxMana = currentClass.intelligence * 20; currentMana = maxMana; if (currentClass.dext == 1) { player.speed = 8f; player.jumpForce = 8.0f; } else if (currentClass.dext == 2) { player.speed = 10.5f; player.jumpForce = 10f; } else if (currentClass.dext == 3) { player.speed = 14f; player.jumpForce = 12f; } if (currentClass.stealth == 1) { SkeletonFS.sightRange = 7; SkeletonMage.sightRange = 6; SkeletonTank.sightRange = 5; AngelBoss.sightRange = 8; } else if (currentClass.stealth == 2) { SkeletonFS.sightRange = 5; SkeletonMage.sightRange = 5; SkeletonTank.sightRange = 4; AngelBoss.sightRange = 8; } else if (currentClass.stealth == 3) { SkeletonFS.sightRange = 3; SkeletonMage.sightRange = 3; SkeletonTank.sightRange = 3; AngelBoss.sightRange = 8; } }