private void Awake() { animator = GetComponent <Animator>(); skillSlot[0] = new MeleeAttackSkill(); skillSlot[1] = new SpeedUpBuffSkill(); skillSlot[2] = new OverWhelmBuffSkill(); }
public ApproachMeleeRange(Combatant source) : base(source) { _source = (Combatant)source; if ((_walk = _source.GetSkill<WalkSkill>()) == null) { throw new ArgumentException("source", "Combatant " + source.Name + " doesn't have a Walk skill"); } if ((_melee = _source.GetSkill<MeleeAttackSkill>()) == null) { throw new ArgumentException("source", "Combatant " + source.Name + " doesn't have a Melee Attack skill"); } }
public void SetSkillSlot(SkillType skillType, int slotNum) { switch (skillType) { case SkillType.Melee: SkillList[slotNum] = new MeleeAttackSkill(); break; case SkillType.Range: SkillList[slotNum] = new RangeAttackSkill(); break; case SkillType.SpeedUpBuff: SkillList[slotNum] = new SpeedUpBuffSkill(); break; case SkillType.OverWhelmBuff: SkillList[slotNum] = new OverWhelmBuffSkill(); break; } }
public AttackWithMelee(Combatant source) { _source = source; _melee = _source.GetSkill<MeleeAttackSkill>(); }