public void LoadData(SaveFile save) { playerClass = save.playerClass; var type = PlayerClass.getClassSkill(save.playerClass); Skill skillCl = (Skill)gameObject.AddComponent(type); EquipSkill(skillCl, false); stats = save.stats; if (save.currentSkill != null) { var typePr = save.currentSkill; Skill skillPrim = (Skill)gameObject.AddComponent(typePr); EquipSkill(skillPrim); } if (save.currentWeapon != WeaponClass.WeaponClassEnum.None) { var wpn = Instantiate(WeaponClass.getWeaponPrefab(save.currentWeapon)); PickupWeapon(wpn); } playerRenderer.sprite = PlayerClass.getClassTexture(playerClass); xp = save.xp; level = save.lvl; ReqXp = level ^ 3 * 2; animator.runtimeAnimatorController = PlayerClass.getClassAnimator(save.playerClass); Debug.Log(save.playerClass); playerRenderer.sprite = PlayerClass.getClassTexture(save.playerClass); var var_x = save.x_WaypointLocation; var var_y = save.y_WaypointLocation; transform.position = new Vector2(var_x, var_y); }
public static StatsStruct getStatsFromClass(PlayerClass.PlayerClassEnum playerclass) { switch (playerclass) { case PlayerClass.PlayerClassEnum.Rogue: return(new StatsStruct(3, 5, 8)); case PlayerClass.PlayerClassEnum.Mage: return(new StatsStruct(10, 3, 2)); case PlayerClass.PlayerClassEnum.Warrior: return(new StatsStruct(5, 8, 2)); default: return(new StatsStruct(5, 5, 5)); } }
public void MageSelected() { plClass = PlayerClass.PlayerClassEnum.Mage; ClassSelected.gameObject.SetActive(true); }
public void WarriorSelected() { plClass = PlayerClass.PlayerClassEnum.Warrior; ClassSelected.gameObject.SetActive(true); }