public void InitializeCharacter() { // Cache components _attributes = GetComponent <Attributes>(); _statsOffense = GetComponent <StatsOffense>(); _statsDefense = GetComponent <StatsDefense>(); _statsGeneral = GetComponent <StatsGeneral>(); characterController = GetComponent <CharacterController>(); LoadCharacterData(); characterData.specialization.SetTotalSpecPoints(characterData.level); // Initialize Attributes _attributes.GenerateAugmentedCharacterAttributes(characterData.specialization, characterData.inventory); // Initialize statistics _statsOffense.GenerateAugmentedCharacterStatistics(); _statsDefense.GenerateAugmentedCharacterStatistics(); _statsGeneral.GenerateAugmentedCharacterStatistics(); // Initialize Abilities // Set Abilities characterController.SetAbilities(basicAbilityPrefab, abilityQPrefab, abilityWPrefab, abilityEPrefab, abilityRPrefab); }
public void UpdateEnemy(int enemylevel) { level = enemylevel; _attributes.InitializeEnemyAttributes(level); _statsOffense.GenerateAugmentedCharacterStatistics(); _statsDefense.GenerateAugmentedCharacterStatistics(); _statsGeneral.GenerateAugmentedCharacterStatistics(); }
void Awake() { thisTransform = transform; level = 1; _attributes = GetComponent <Attributes>(); _statsOffense = GetComponent <StatsOffense>(); _statsDefense = GetComponent <StatsDefense>(); _statsGeneral = GetComponent <StatsGeneral>(); _attributes.InitializeEnemyAttributes(1); _statsOffense.GenerateAugmentedCharacterStatistics(); _statsDefense.GenerateAugmentedCharacterStatistics(); _statsGeneral.GenerateAugmentedCharacterStatistics(); }