void Start() { m_SpellCastingComponent = m_Player.GetComponent <SpellCastingComponent>(); //UpdateSpellInfo(m_PlayerSpell1, m_SpellCastingComponent.GetSpell(0).m_Spell); //UpdateSpellInfo(m_PlayerSpell2, m_SpellCastingComponent.GetSpell(1).m_Spell); //if (m_ConfirmButton) //{ // Debug.Log("Button Set"); // m_ConfirmButton.interactable = false; //} //if (m_NewSpellInfo) // m_NewSpellInfo.gameObject.SetActive(false); //if (m_OldSpellInfo) // m_OldSpellInfo.gameObject.SetActive(false); }
private void UpdateSpells() { m_SpellCastingComponent = m_Player.GetComponent <SpellCastingComponent>(); UpdateSpellInfo(m_NewSpell, m_NewSpellData[0]); if (m_NewSpellData.Count > 1) { UpdateSpellInfo(m_NewSpell1, m_NewSpellData[1]); UpdateSpellInfo(m_NewSpell2, m_NewSpellData[2]); } if (m_NumberOfPlayerSpells == 2) { UpdateSpellInfo(m_PlayerSpell1, m_SpellCastingComponent.GetSpell(0).m_Spell); UpdateSpellInfo(m_PlayerSpell2, m_SpellCastingComponent.GetSpell(1).m_Spell); } else { UpdateSpellInfo(m_PlayerSpell1, null); UpdateSpellInfo(m_PlayerSpell2, null); } }
// Update is called once per frame private void Start() { if (!m_StatusComponent) { m_StatusComponent = GetComponent <StatusComponent>(); if (!m_StatusComponent) { Debug.LogWarning("Actor StatusComponent wasn't successfully set or found. Actor won't be able to benefit from this component"); } UpdateHealthBar(0); // Update Canvas HealthBar } if (!m_SpellComponent) { m_SpellComponent = GetComponent <SpellCastingComponent>(); if (!m_SpellComponent) { Debug.LogWarning("Actor SpellCastingComponent wasn't successfully set or found. Actor won't be able to benefit from this component"); } } UpdateSpellIconAndBorders(); }
public void SpawnSelection(List <Spell> nspell, GameObject sitem, bool multiple = false) { gameObject.SetActive(true); m_SpellCastingComponent = m_Player.GetComponent <SpellCastingComponent>(); m_MultipleSelection = multiple; m_NewSpell1.SetActive(multiple); m_NewSpell2.SetActive(multiple); m_NewSpellData = nspell; m_SelectedNewSpellIdx = nspell.Count > 1 ? -1 : 0; m_SpellItem = sitem; m_NumberOfPlayerSpells = 0; m_NumberOfPlayerSpells = m_SpellCastingComponent.GetSpell(0).m_Spell == null ? m_NumberOfPlayerSpells : m_NumberOfPlayerSpells + 1; m_NumberOfPlayerSpells = m_SpellCastingComponent.GetSpell(1).m_Spell == null ? m_NumberOfPlayerSpells : m_NumberOfPlayerSpells + 1; if (m_NumberOfPlayerSpells == 1) { UpdateOldSelectedIdx(1); } else if (m_NumberOfPlayerSpells == 0) { UpdateOldSelectedIdx(0); } else { UpdateOldSelectedIdx(-1); } UpdateNewSelectedIdx(m_SelectedNewSpellIdx); UpdateSpells(); Time.timeScale = 0; }
void Start() { if (!m_MovementComponent) { m_MovementComponent = GetComponent <MovementComponent>(); if (!m_MovementComponent) { Debug.LogWarning("Actor MovementComponent wasn't successfully set or found. Actor won't be able to benefit from this component"); } else { m_MovementComponent.m_OnFlip = new UnityEngine.Events.UnityEvent(); m_MovementComponent.m_OnFlip.AddListener(FlipHand); } } if (!m_StatusComponent) { m_StatusComponent = GetComponent <StatusComponent>(); if (!m_StatusComponent) { Debug.LogWarning("Actor StatusComponent wasn't successfully set or found. Actor won't be able to benefit from this component"); } else { m_StatusComponent.AddOnDeath(PlayerDeath); m_StatusComponent.AddOnTakeDamage(MakePlayerInvulnerable); } } if (!m_SpellComponent) { m_SpellComponent = GetComponent <SpellCastingComponent>(); if (!m_SpellComponent) { Debug.LogWarning("Actor SpellCastingComponent wasn't successfully set or found. Actor won't be able to benefit from this component"); } } if (!m_WeaponComponent) { m_WeaponComponent = GetComponent <WeaponComponent>(); if (!m_WeaponComponent) { Debug.LogWarning("Actor WeaponComponent wasn't successfully set or found. Actor won't be able to benefit from this component"); } } m_WeaponComponent.SetTargetingFunction(() => { if (!target) { var vec3 = m_FirePoint.position - m_PlayerHand.transform.position; return(new Vector2(vec3.x, vec3.y)); } else { return(target.transform.position - m_FirePoint.position); } }); if (!m_EffectManager) { m_EffectManager = GetComponent <EffectManagerComponent>(); if (!m_EffectManager) { Debug.LogWarning("Actor EffectManagerComponent wasn't successfully set or found. Actor won't be able to benefit from this component"); } } }