// Start is called before the first frame update public void DisplaySkill(SkillTypeData type) { if (lastSkillName == type.name) { return; //no transition for same kind of skill click } lastSkillName = type.name; FlipPopUps(); popUp2.SetActive(true); popUp2.GetComponent <ShowSkill>().ShowSkillType(type); popUp1.GetComponent <Animator>().Play("Skill overview out"); popUp2.GetComponent <Animator>().Play("Skill overview in"); }
// Start is called before the first frame update public void ShowSkillType(SkillTypeData skillType) { overviewText.text = skillType.skillsInThisType; detailsScene = skillType.sceneForDetails; }
/* ============================================================================ Init functions ============================================================================ */ public void Init() { // first init languages languages = new LanguageData(); statusValues = new StatusValueData(); elements = new ElementData(); races = new RaceData(); sizes = new SizeData(); areaNames = new AreaNameData(); armors = new ArmorData(); cameraPositions = new CameraPositionData(); attacks = new BaseAttackData(); characters = new CharacterData(); classes = new ClassData(); colors = new ColorData(); dialoguePositions = new DialoguePositionData(); battleAIs = new BattleAIData(); enemies = new EnemyData(); equipParts = new EquipmentPartData(); formulas = new FormulaData(); gameSettings = new GameSettingsData(); items = new ItemData(); itemTypes = new ItemTypeData(); loadSaveHUD = new LoadSaveHUDData(); mainMenu = new MainMenuData(); skillTypes = new SkillTypeData(); effects = new StatusEffectData(); skills = new SkillData(); weapons = new WeaponData(); music = new MusicData(); huds = new HUDData(); recipes = new ItemRecipeData(); fonts = new FontData(); globalEvents = new GlobalEventData(); teleports = new TeleportData(); difficulties = new DifficultyData(); // battle system battleAnimations = new BattleAnimationData(); battleSystem = new BattleSystemData(); }