public void Start() { skillPanel = Instantiate(skillPanelPrefab) as GameObject; skillPanel.transform.SetParent(skillPanelBack.transform, false); slots = skillPanel.GetComponentsInChildren <SkillSlot>(); addNewSkills = GetComponent <TestAddNewSkills>(); combatUtils = GetComponent <CombatUtils>(); foreach (SkillSlot slot in slots) { if (slot.skill == null) { slot.empty = true; } } stateManager = GetComponent <CharacterStateManager>(); playerManager = GetComponent <PlayerManager>(); animationHandler = GetComponent <AnimationHandler>(); AddSkill(Move); AddSkill(NormalAttack); addNewSkills.addSkill(this); if (playerManager.isCurrentPlayer) { skillPanel.SetActive(true); } else { skillPanel.SetActive(false); } }
public override SkillAbstract AttachSkill(CharacterStats _characterStats, AnimationHandler _animationHandler, TaticalMovement _taticalMovement, CombatUtils _combatUtils, Skill _skill) { Move move = _characterStats.gameObject.AddComponent <Move>(); move.characterStats = _characterStats; move.animationHandler = _animationHandler; move.taticalMovement = _taticalMovement; move.skill = _skill; move.combatUtils = _combatUtils; return(move); }
public override SkillAbstract AttachSkill(CharacterStats _characterStats, AnimationHandler _animationHandler, TaticalMovement _taticalMovement, CombatUtils _combatUtils, Skill _skill) { ShieldCharge shieldCharge = _characterStats.gameObject.AddComponent <ShieldCharge>(); shieldCharge.characterStats = _characterStats; shieldCharge.animationHandler = _animationHandler; shieldCharge.taticalMovement = _taticalMovement; shieldCharge.characterRigidBody = _taticalMovement.GetComponent <Rigidbody>(); shieldCharge.stateManager = _taticalMovement.GetComponent <CharacterStateManager>(); shieldCharge.skill = _skill; shieldCharge.combatUtils = _combatUtils; return(shieldCharge); }
public override SkillAbstract AttachSkill(CharacterStats _characterStats, AnimationHandler _animationHandler, TaticalMovement _taticalMovement, CombatUtils _combatUtils, Skill _skill) { RangeAttack rangeAttack = _characterStats.gameObject.AddComponent <RangeAttack>(); rangeAttack.characterStats = _characterStats; rangeAttack.animationHandler = _animationHandler; rangeAttack.taticalMovement = _taticalMovement; rangeAttack.skill = _skill; rangeAttack.combatUtils = _combatUtils; rangeAttack.arrowHolder = _taticalMovement.GetComponent <ArrowHolder>(); rangeAttack.arrowHolder.rangeAttack = rangeAttack; return(rangeAttack); }
// Start is called before the first frame update void Start() { combatUtils = GetComponent <CombatUtils>(); stateManager = GetComponent <CharacterStateManager>(); characterTransform = transform; isometricCamera = Camera.main; animationHandler = GetComponent <AnimationHandler>(); characterRigidBody = GetComponent <Rigidbody>(); characterStats = GetComponent <CharacterStats>(); characterRigidbody = GetComponent <Rigidbody>(); characterStateManager = GetComponent <CharacterStateManager>(); playerManager = GetComponent <PlayerManager>(); SetCurrentCell(); }
public void UpdateSlot(CharacterStats characterStats, AnimationHandler animationHandler, TaticalMovement taticalMovement, CombatUtils combatUtils) { if (skill == null) { slotIconPanel.GetComponent <Image>().sprite = defaultSprite; } else { slotIconPanel.GetComponent <Image>().sprite = skill.icon; skillScript = skill.skillScriptObject.GetComponent <SkillAbstract>(); skillScript = skillScript.AttachSkill(characterStats, animationHandler, taticalMovement, combatUtils, skill); } }
public override SkillAbstract AttachSkill(CharacterStats _characterStats, AnimationHandler _animationHandler, TaticalMovement _taticalMovement, CombatUtils _combatUtils, Skill _skill) { HealingHands healingHands = _characterStats.gameObject.AddComponent <HealingHands>(); healingHands.characterStats = _characterStats; healingHands.animationHandler = _animationHandler; healingHands.taticalMovement = _taticalMovement; healingHands.skill = _skill; healingHands.combatUtils = _combatUtils; healingHands.HealValue = new Stat(_skill.damage); healingHands.scaleValue = _characterStats.Vitality.Value * _skill._scaleValue; StatModifier scaleMod = new StatModifier(healingHands.scaleValue, StatModType.Flat); healingHands.HealValue.AddModifier(scaleMod); return(healingHands); }
public override SkillAbstract AttachSkill(CharacterStats _characterStats, AnimationHandler _animationHandler, TaticalMovement _taticalMovement, CombatUtils _combatUtils, Skill _skill) { CarrotDeath carrotDeath = _characterStats.gameObject.AddComponent <CarrotDeath>(); carrotDeath.characterStats = _characterStats; carrotDeath.animationHandler = _animationHandler; carrotDeath.taticalMovement = _taticalMovement; carrotDeath.skill = _skill; carrotDeath.combatUtils = _combatUtils; carrotDeath.alchemicalDamage = new CombatStat(_skill.damage, CombatStatType.fireDamage); carrotDeath.intScaleValue = skill._scaleValue * _characterStats.Intelligence.Value; StatModifier intScaling = new StatModifier(carrotDeath.intScaleValue, StatModType.Flat); carrotDeath.alchemicalDamage.AddModifier(intScaling); return(carrotDeath); }
public override SkillAbstract AttachSkill(CharacterStats _characterStats, AnimationHandler _animationHandler, TaticalMovement _taticalMovement, CombatUtils _combatUtils, Skill _skill) { EnergyBall energyBall = _characterStats.gameObject.AddComponent <EnergyBall>(); energyBall.characterStats = _characterStats; energyBall.animationHandler = _animationHandler; energyBall.taticalMovement = _taticalMovement; energyBall.skill = _skill; energyBall.combatUtils = _combatUtils; energyBall.alchemicalDamage = new CombatStat(_skill.damage, CombatStatType.shockDamage); energyBall.intScaleValue = skill._scaleValue * _characterStats.Intelligence.Value; StatModifier intScaling = new StatModifier(intScaleValue, StatModType.Flat); energyBall.alchemicalDamage.AddModifier(intScaling); return(energyBall); }
public override SkillAbstract AttachSkill(CharacterStats _characterStats, AnimationHandler _animationHandler, TaticalMovement _taticalMovement, CombatUtils _combatUtils, Skill _skill) { IceBomb iceBomb = _characterStats.gameObject.AddComponent <IceBomb>(); iceBomb.characterStats = _characterStats; iceBomb.animationHandler = _animationHandler; iceBomb.taticalMovement = _taticalMovement; iceBomb.skill = _skill; iceBomb.combatUtils = _combatUtils; iceBomb.alchemicalDamage = new CombatStat(_skill.damage, CombatStatType.waterDamage); iceBomb.intScaleValue = skill._scaleValue * _characterStats.Intelligence.Value; StatModifier intScaling = new StatModifier(intScaleValue, StatModType.Flat); iceBomb.alchemicalDamage.AddModifier(intScaling); return(iceBomb); }
public override SkillAbstract AttachSkill(CharacterStats _characterStats, AnimationHandler _animationHandler, TaticalMovement _taticalMovement, CombatUtils _combatUtils, Skill _skill) { FlameCross flameCross = _characterStats.gameObject.AddComponent <FlameCross>(); flameCross.characterStats = _characterStats; flameCross.animationHandler = _animationHandler; flameCross.taticalMovement = _taticalMovement; flameCross.skill = _skill; flameCross.combatUtils = _combatUtils; flameCross.alchemicalDamage = new CombatStat(_skill.damage, CombatStatType.fireDamage); flameCross.intScaleValue = skill._scaleValue * _characterStats.Intelligence.Value; StatModifier intScaling = new StatModifier(intScaleValue, StatModType.Flat); flameCross.alchemicalDamage.AddModifier(intScaling); // Debug.Log(flameCross.alchemicalDamage.Value); return(flameCross); }
public abstract SkillAbstract AttachSkill(CharacterStats _characterStats, AnimationHandler _animationHandler, TaticalMovement _taticalMovement, CombatUtils _combatUtils, Skill _skill);