void Start() { bow = GameObject.Find("Body"); fireBolt = bow.GetComponent <FireBolt>(); parent = fireBolt.transform; gameManager = GameObject.Find("GameManager"); cord = GameObject.Find("Cord"); }
// this factory produces skills from BasicSpells directory public Skill CreateSkill(Player player) { List <Skill> playerSkills = player.ListOfSkills; Skill known = CheckContent(playerSkills); if (known == null) { FireBolt s1 = new FireBolt(); EarthBolt s2 = new EarthBolt(); ElephantBolt s3 = new ElephantBolt(); List <Skill> tmp = new List <Skill>(); if (s1.MinimumLevel <= player.Level) { tmp.Add(s1); // check level requirements } if (s2.MinimumLevel <= player.Level) { tmp.Add(s2); } if (s3.MinimumLevel <= player.Level) { tmp.Add(s3); } if (tmp.Count == 0) { return(null); } return(tmp[Index.RNG(0, tmp.Count)]); } else if (known.decoratedSkill == null) { BoltDecorator s1 = new BoltDecorator(known); BoltDecorator s2 = new BoltDecorator(known); BoltDecorator s3 = new BoltDecorator(known); List <Skill> tmp = new List <Skill>(); if (s1.MinimumLevel <= player.Level) { tmp.Add(s1); } if (s2.MinimumLevel <= player.Level) { tmp.Add(s2); } if (s3.MinimumLevel <= player.Level) { tmp.Add(s3); } if (tmp.Count == 0) { return(null); } return(tmp[Index.RNG(0, tmp.Count)]); } return(null); }