// Use this for initialization void Start() { // Get ability hotkey GameObject player = GameObject.FindWithTag("Player"); playerScript = player.GetComponent<PlayerScript>(); abilityKey = playerScript.abilityKeys[abilityIndex].ToString(); // Get ability icon abilitySlotScript = GetComponent<AbilitySlotScript>(); ability = abilitySlotScript.abilityEquipped; // Currently equipped ability abilityScript = ability.gameObject.GetComponent<AbilityScript>(); abilityIcon = abilityScript.abilityIcon; }
void OnCollisionEnter(Collision other) { children = other.transform.parent.GetComponentsInChildren<Transform>(); foreach ( Transform child in children){ if(child.CompareTag("ability")){ ability=child.GetComponent<AbilityScript>(); switch(pack){ case packType.fire : ability.GetComponent<PhotonView>().RPC("PowerType",PhotonTargets.All,1); break; case packType.ice : ability.GetComponent<PhotonView>().RPC("PowerType",PhotonTargets.All,2); break; case packType.health : ability.GetComponent<PhotonView>().RPC("PowerType",PhotonTargets.All,3); break; case packType.shield : ability.GetComponent<PhotonView>().RPC("PowerType",PhotonTargets.All,4); break; } } } myView.RPC("SelfDestroy",PhotonTargets.All); }
public void RemoveAbility(AbilityScript abs) { for(int i=0; i<abilityList.Count; i++){ if(abilityList[i] != null){ if(abilityList[i].GetComponent<AbilityScript>() != null){ if(abilityList[i].GetComponent<AbilityScript>() == abs){ abilityList[i] = null; break; } } } } }
// Maps the input to the correct projectile prefab array for charging up attack private void HandleFire() { for(int i=0; i<projectilePrefabsArray.Length; i++){ if(Input.GetButton( "Ability" + (i+1) ) && (abilityInputLock == -1 || abilityInputLock == i) && pam.GetAbilityScript(i) != null){ abilityInputLock = (short)i; // Lock ability input castingAbility = pam.GetAbilityScript(i); ChargeTimeModifier = castingAbility.additionalChargeTime; HandleButtonDown(projectilePrefabsArray[i], i); } } }