private PlayerSkills.BaseSkill GetVincentEnergySkill() { PlayerSkills.BaseSkill skill = player.GetComponent <PlayerSkills>().fireball; var random = new System.Random(); var skillID = random.Next(0, 5); switch (skillID) { case 0: skill = player.GetComponent <PlayerSkills>().fireball; break; case 1: skill = player.GetComponent <PlayerSkills>().lightning; break; case 2: skill = player.GetComponent <PlayerSkills>().rushdown; break; case 3: skill = player.GetComponent <PlayerSkills>().offering; break; case 4: skill = player.GetComponent <PlayerSkills>().healingWave; break; } return(skill); }
private PlayerSkills.BaseSkill GetMarcEnergySkill() { PlayerSkills.BaseSkill skill = player.GetComponent <PlayerSkills>().fireball; var random = new System.Random(); var skillID = random.Next(0, 5); switch (skillID) { case 0: skill = player.GetComponent <PlayerSkills>().warcry; break; case 1: skill = player.GetComponent <PlayerSkills>().berserk; break; case 2: skill = player.GetComponent <PlayerSkills>().feelNoPain; break; case 3: skill = player.GetComponent <PlayerSkills>().rushdown; break; case 4: skill = player.GetComponent <PlayerSkills>().offering; break; } return(skill); }
private void Start() { energySkillOneImage.sprite = player.GetComponent <PlayerController>().energySkill1.icon; energySkillTwoImage.sprite = player.GetComponent <PlayerController>().energySkill2.icon; staminaSkillImage.sprite = player.GetComponent <PlayerController>().staminaSkill.icon; _newSkill = GetNewSkill(); var random = new System.Random(); var random1 = random.Next(0, 10); _newSkill.skillLevel = random1 > 6 ? 1 : 0; newSkillImage.sprite = _newSkill.icon; }
public void LoadPlayerSaveData() { var regex = new Regex(@"(?<=[A-Z])(?=[A-Z][a-z])|(?<=[^A-Z])(?=[A-Z])"); HP = ES3.Load("HP", 100.0f); SetHP(HP); string defaultSkill = "Healing Wave"; string e1 = (string)ES3.Load("energySkill1.description", defaultValue: defaultSkill); int e1Lv = ES3.Load("energySkill1.skillLevel", 0); string e2 = (string)ES3.Load("energySkill2.description", defaultValue: "Lightning"); int e2Lv = ES3.Load("energySkill2.skillLevel", 0); string s = (string)ES3.Load("staminaSkill.description", defaultValue: "Locked Talent"); int sLv = ES3.Load("staminaSkill.skillLevel", 0); skills.PlayerId = ES3.Load("PlayerId", 2); foreach (var prop in skills.GetType().GetFields()) { //Debug.LogFormat("{0}", prop.Name); var name = FirstLetterToUpper(regex.Replace(prop.Name, " ")); if (name == e1) { var p = (PlayerSkills.BaseSkill)prop.GetValue(skills); energySkill1 = p; //Debug.Log(p.description); energySkill1.skillLevel = e1Lv; //Debug.Log(skills.warcry.skillLevel); //Debug.Log(p.GetType().GetProperty("description").GetValue(p)); } else if (name == e2) { var p = (PlayerSkills.BaseSkill)prop.GetValue(skills); energySkill2 = p; energySkill2.skillLevel = e2Lv; } else if (name == s) { var p = (PlayerSkills.BaseSkill)prop.GetValue(skills); staminaSkill = p; staminaSkill.skillLevel = sLv; } } }
private void SetCharlotteEnergySkill(int skillNum, int skillID) { PlayerSkills.BaseSkill skill = player.GetComponent <PlayerSkills>().fireball; switch (skillID) { case 0: skill = player.GetComponent <PlayerSkills>().fireball; break; case 1: skill = player.GetComponent <PlayerSkills>().summonArrows; break; case 2: skill = player.GetComponent <PlayerSkills>().lightning; break; case 3: skill = player.GetComponent <PlayerSkills>().poisonousFumes; break; case 4: skill = player.GetComponent <PlayerSkills>().metallicize; break; case 5: skill = player.GetComponent <PlayerSkills>().feelNoPain; break; case 6: skill = player.GetComponent <PlayerSkills>().healingWave; break; } switch (skillNum) { case 1: player.GetComponent <PlayerController>().energySkill1 = skill; break; case 2: player.GetComponent <PlayerController>().energySkill2 = skill; break; } }
private PlayerSkills.BaseSkill GetMarcStaminaSkill() { PlayerSkills.BaseSkill skill = player.GetComponent <PlayerSkills>().fireball; var random = new System.Random(); var skillID = random.Next(0, 2); switch (skillID) { case 0: skill = player.GetComponent <PlayerSkills>().sprint; break; case 1: skill = player.GetComponent <PlayerSkills>().roll; break; } return(skill); }
private PlayerSkills.BaseSkill GetVincentStaminaSkill() { PlayerSkills.BaseSkill skill = player.GetComponent <PlayerSkills>().sprint; var random = new System.Random(); var skillID = random.Next(0, 7); switch (skillID) { case 0: skill = player.GetComponent <PlayerSkills>().sprint; break; case 1: skill = player.GetComponent <PlayerSkills>().roll; break; case 2: skill = player.GetComponent <PlayerSkills>().invisibility; break; case 3: skill = player.GetComponent <PlayerSkills>().crescendo; break; case 4: skill = player.GetComponent <PlayerSkills>().riposte; break; case 5: skill = player.GetComponent <PlayerSkills>().lockedTalent; break; case 6: skill = player.GetComponent <PlayerSkills>().cursedBlood; break; } return(skill); }
private PlayerSkills.BaseSkill GetCharlotteEnergySkill() { PlayerSkills.BaseSkill skill = player.GetComponent <PlayerSkills>().fireball; var random = new System.Random(); var skillID = random.Next(0, 7); switch (skillID) { case 0: skill = player.GetComponent <PlayerSkills>().fireball; break; case 1: skill = player.GetComponent <PlayerSkills>().summonArrows; break; case 2: skill = player.GetComponent <PlayerSkills>().lightning; break; case 3: skill = player.GetComponent <PlayerSkills>().poisonousFumes; break; case 4: skill = player.GetComponent <PlayerSkills>().metallicize; break; case 5: skill = player.GetComponent <PlayerSkills>().feelNoPain; break; case 6: skill = player.GetComponent <PlayerSkills>().healingWave; break; } return(skill); }
private void SetVincentEnergySkill(int skillNum, int skillID) { PlayerSkills.BaseSkill skill = player.GetComponent <PlayerSkills>().warcry; switch (skillID) { case 0: skill = player.GetComponent <PlayerSkills>().fireball; break; case 1: skill = player.GetComponent <PlayerSkills>().lightning; break; case 2: skill = player.GetComponent <PlayerSkills>().rushdown; break; case 3: skill = player.GetComponent <PlayerSkills>().offering; break; case 4: skill = player.GetComponent <PlayerSkills>().healingWave; break; } switch (skillNum) { case 1: player.GetComponent <PlayerController>().energySkill1 = skill; break; case 2: player.GetComponent <PlayerController>().energySkill2 = skill; break; } }
private void SetMarcEnergySkill(int skillNum, int skillID) { PlayerSkills.BaseSkill skill = player.GetComponent <PlayerSkills>().warcry; switch (skillID) { case 0: skill = player.GetComponent <PlayerSkills>().warcry; break; case 1: skill = player.GetComponent <PlayerSkills>().berserk; break; case 2: skill = player.GetComponent <PlayerSkills>().feelNoPain; break; case 3: skill = player.GetComponent <PlayerSkills>().rushdown; break; case 4: skill = player.GetComponent <PlayerSkills>().offering; break; } switch (skillNum) { case 1: player.GetComponent <PlayerController>().energySkill1 = skill; break; case 2: player.GetComponent <PlayerController>().energySkill2 = skill; break; } }