void SetAbility(GameObject toAbilitize, PlayerData pd) { Abilities myAbility = pd.PlayerAbility; shield leShield = toAbilitize.GetComponent <shield>(); leShield.ChangeVisibilty(leShield.m_Gun); leShield.enabled = false; IDartGun leDart = toAbilitize.GetComponent <IDartGun>(); leDart.enabled = false; MeleeAttack[] leMelees = toAbilitize.GetComponents <MeleeAttack>(); MeleeAttack abilityMelee = null; MeleeAttack normalMelee = null; foreach (MeleeAttack ma in leMelees) { if (ma.isAbility) { abilityMelee = ma; } else { normalMelee = ma; } } if (abilityMelee != null) { abilityMelee.enabled = false; } switch (myAbility) { case Abilities.AbsorbShield: leShield.enabled = true; break; case Abilities.DoubleJump: break; case Abilities.Dart: leDart.enabled = true; break; case Abilities.Melee: normalMelee.enabled = false; abilityMelee.enabled = true; break; case Abilities.None: break; } }
private void Awake() { Shield = GameObject.Find("Shield"); _shootingPoint = transform.Find("Shooting Point"); _spawnManager = GameObject.Find("Spawner").GetComponent <SpawnManager>(); _UiManager = GameObject.Find("Canvas").GetComponent <UiManager>(); _audio = GetComponent <AudioSource>(); _shieldscript = GameObject.Find("Shield").GetComponent <shield>(); _shaking = GameObject.Find("Main Camera").GetComponent <CameraShaking>(); }
//Create a main class needed to execute the program. static void Main(string[] args) { //Create a new instance of the sword class, give it a cost, equip, unequip it, then sell it. Sword sword = new Sword("Cutting Sword of cutting"); sword.itemCost = 2; sword.equip(); sword.unequip(); sword.sell(); //Create a shield instance with an override of the abstract block method. shield shield = new shield("Blocking Shield of blocking"); //Block an attack. shield.block(); //Keep the console open until the user clicks a key. Console.WriteLine("Press any key to exit."); Console.ReadKey(); }