// Start is called before the first frame update public void Init(Skill skill, SkillUpgrade upgrade, int currentUpgradeAmount) { icon.Initialize(skill.Icon.IconName); Skill = skill; Upgrade = upgrade; SkillName.text = skill.Name; UpgradeDesc.text = upgrade.Description; CurrentUpgrades.text = "Current Upgrades: " + currentUpgradeAmount + "/" + upgrade.MaxUpgrades; }
public void Init(Skill skill, int index) { slot = index; Skill = skill; if (Skill != Skill.Default) { icon.Initialize(skill.Icon.IconName); Skill = skill; SkillName.text = skill.Name; SkillDesc.text = skill.Icon.Description; } else { SkillName.text = ""; SkillDesc.text = "Empty Skill Slot"; } }
/// <summary> /// initializes icon with a skill /// </summary> /// <param name="slot"></param> /// <param name="iconName"></param> /// <param name="Cost"></param> public void InitIcon(int slot, string iconName, float Cost, int cooldown) { { switch (slot) { case 1: icon1.Initialize(iconName, Cost, cooldown); break; case 2: icon2.Initialize(iconName, Cost, cooldown); break; case 3: icon3.Initialize(iconName, Cost, cooldown); break; case 4: icon4.Initialize(iconName, Cost, cooldown); break; } } }
void DisplaySkill(Skill s) { icon.Initialize(s.Icon.IconName); SkillUnlockedName.text = s.Name; SkillUnlockedDescription.text = s.Icon.Description; }