// Skill Tree setup, and add to SkillTreeHolder (game manager) private void SetupSkillTree() { var tree = new SL_SkillTree() { Name = "Necromancy", SkillRows = new List <SL_SkillRow>() { new SL_SkillRow() { RowIndex = 1, Slots = new List <SL_BaseSkillSlot>() { new SL_SkillSlot() // Summon { ColumnIndex = 2, SilverCost = 50, SkillID = 8890103, Breakthrough = false, RequiredSkillSlot = Vector2.zero, }, new SL_SkillSlot() // Vital Attunement { ColumnIndex = 3, SilverCost = 50, SkillID = 8890101, Breakthrough = false, RequiredSkillSlot = Vector2.zero, }, } }, new SL_SkillRow() { RowIndex = 2, Slots = new List <SL_BaseSkillSlot>() { new SL_SkillSlot() // Life Ritual { ColumnIndex = 2, SkillID = 8890105, SilverCost = 100, Breakthrough = false, RequiredSkillSlot = new Vector2(1, 2), // requires Summon (row 1, slot 2) }, new SL_SkillSlot() // Tendrils { ColumnIndex = 3, SkillID = 8890100, SilverCost = 100, Breakthrough = false, RequiredSkillSlot = new Vector2(1, 3), // requires Vital Attunement (row 1, slot 3) } } }, new SL_SkillRow() { RowIndex = 3, Slots = new List <SL_BaseSkillSlot>() // Transcendence (Breakthrough) { new SL_SkillSlot() { Breakthrough = true, SkillID = 8890104, RequiredSkillSlot = new Vector2(2, 2), // requires Life Ritual (row 2, slot 2), SilverCost = 500, ColumnIndex = 2 } } }, new SL_SkillRow() { RowIndex = 4, Slots = new List <SL_BaseSkillSlot>() // Death Ritual { new SL_SkillSlot() { ColumnIndex = 2, RequiredSkillSlot = new Vector2(3, 2), // requires breakthrough SkillID = 8890106, SilverCost = 600, Breakthrough = false } } }, new SL_SkillRow() { RowIndex = 5, Slots = new List <SL_BaseSkillSlot>() // fork choice { new SL_SkillSlotFork() { ColumnIndex = 2, RequiredSkillSlot = new Vector2(4, 2), // requires Death Ritual Choice1 = new SL_SkillSlot() // Plague Aura { ColumnIndex = 2, Breakthrough = false, SilverCost = 600, SkillID = 8890107, RequiredSkillSlot = new Vector2(4, 2), // requires Death Ritual }, Choice2 = new SL_SkillSlot() // Army of Death { ColumnIndex = 2, Breakthrough = false, SilverCost = 600, SkillID = 8890108, RequiredSkillSlot = new Vector2(4, 2), // requires Death Ritual } } } } } }; NecromancyTree = tree.CreateBaseSchool(); tree.ApplyRows(); //Debug.Log("Set up necromancy tree. Components: " + NecromancyTree.gameObject.GetComponentsInChildren<BaseSkillSlot>().Length); }
// Token: 0x06000019 RID: 25 RVA: 0x000030BC File Offset: 0x000012BC public static void SetupSkillTree(ref SkillSchool templarTreeInstance) { SL_SkillTree sl_SkillTree = new SL_SkillTree { Name = "Templar", SkillRows = new List <SL_SkillRow> { new SL_SkillRow { RowIndex = 1, Slots = new List <SL_BaseSkillSlot> { new SL_SkillSlot { ColumnIndex = 1, SilverCost = 50, SkillID = 2502000, Breakthrough = false, RequiredSkillSlot = Vector2.zero }, new SL_SkillSlot { ColumnIndex = 3, SilverCost = 50, SkillID = 2502026, Breakthrough = false, RequiredSkillSlot = Vector2.zero } } }, new SL_SkillRow { RowIndex = 2, Slots = new List <SL_BaseSkillSlot>() }, new SL_SkillRow { RowIndex = 3, Slots = new List <SL_BaseSkillSlot> { new SL_SkillSlot { ColumnIndex = 2, SilverCost = 500, SkillID = 2502002, Breakthrough = true, RequiredSkillSlot = Vector2.zero } } }, new SL_SkillRow { RowIndex = 4, Slots = new List <SL_BaseSkillSlot> { new SL_SkillSlot { ColumnIndex = 2, SilverCost = 600, SkillID = 2502001, Breakthrough = false, RequiredSkillSlot = new Vector2(3f, 2f) }, new SL_SkillSlot { ColumnIndex = 3, SilverCost = 600, SkillID = 2502009, Breakthrough = false, RequiredSkillSlot = new Vector2(3f, 2f) }, new SL_SkillSlot { ColumnIndex = 1, SilverCost = 600, SkillID = 2502010, Breakthrough = false, RequiredSkillSlot = new Vector2(3f, 2f) } } }, new SL_SkillRow { RowIndex = 5, Slots = new List <SL_BaseSkillSlot> { new SL_SkillSlotFork { ColumnIndex = 2, RequiredSkillSlot = new Vector2(4f, 2f), Choice1 = new SL_SkillSlot { ColumnIndex = 2, SilverCost = 600, SkillID = 2502006, RequiredSkillSlot = new Vector2(4f, 2f) }, Choice2 = new SL_SkillSlot { ColumnIndex = 2, SilverCost = 600, SkillID = 2502008, RequiredSkillSlot = new Vector2(4f, 2f) } } } } } }; templarTreeInstance = sl_SkillTree.CreateBaseSchool(); sl_SkillTree.ApplyRows(); }
// Token: 0x06000066 RID: 102 RVA: 0x00004698 File Offset: 0x00002898 public static void SetupSkillTree(ref SkillSchool juggernautTreeInstance) { SL_SkillTree sl_SkillTree = new SL_SkillTree { Name = "Juggernaut", SkillRows = new List <SL_SkillRow> { new SL_SkillRow { RowIndex = 1, Slots = new List <SL_BaseSkillSlot> { new SL_SkillSlotFork { ColumnIndex = 2, RequiredSkillSlot = Vector2.zero, Choice1 = new SL_SkillSlot { ColumnIndex = 2, SilverCost = 50, SkillID = 2502020, RequiredSkillSlot = Vector2.zero, Breakthrough = false }, Choice2 = new SL_SkillSlot { ColumnIndex = 2, SilverCost = 50, SkillID = 2502019, RequiredSkillSlot = Vector2.zero, Breakthrough = false } } } }, new SL_SkillRow { RowIndex = 2, Slots = new List <SL_BaseSkillSlot> { new SL_SkillSlot { ColumnIndex = 1, SilverCost = 100, SkillID = 2502017, Breakthrough = false, RequiredSkillSlot = Vector2.zero } } }, new SL_SkillRow { RowIndex = 3, Slots = new List <SL_BaseSkillSlot> { new SL_SkillSlot { ColumnIndex = 2, SilverCost = 500, SkillID = 2502022, Breakthrough = true, RequiredSkillSlot = new Vector2(1f, 2f) } } }, new SL_SkillRow { RowIndex = 4, Slots = new List <SL_BaseSkillSlot> { new SL_SkillSlot { ColumnIndex = 1, SilverCost = 600, SkillID = 2502021, Breakthrough = false, RequiredSkillSlot = new Vector2(3f, 2f) }, new SL_SkillSlot { ColumnIndex = 3, SilverCost = 600, SkillID = 2502015, Breakthrough = false, RequiredSkillSlot = new Vector2(3f, 2f) } } }, new SL_SkillRow { RowIndex = 5, Slots = new List <SL_BaseSkillSlot> { new SL_SkillSlotFork { ColumnIndex = 2, RequiredSkillSlot = new Vector2(3f, 2f), Choice1 = new SL_SkillSlot { ColumnIndex = 2, SilverCost = 600, SkillID = 2502025, RequiredSkillSlot = new Vector2(3f, 2f), Breakthrough = false }, Choice2 = new SL_SkillSlot { ColumnIndex = 2, SilverCost = 600, SkillID = 2502024, RequiredSkillSlot = new Vector2(3f, 2f), Breakthrough = false } } } } } }; juggernautTreeInstance = sl_SkillTree.CreateBaseSchool(); sl_SkillTree.ApplyRows(); }