public void CreateEquipment() { newEquipment = new BaseEquipment(); newEquipment.itemName = itemNames[Random.Range(0, 5)]; newEquipment.ItemId = Random.Range(0, 101); ChooseItemType(); }
public void EntrySyntheticPathPanel() { EquipmentUIResourceManage.Instance.SyntheticPathPanel.SetActive(true); BaseEquipment ba = EquipmentFactory.Instance.GetEquipmemtByID(EquipmentButton.currentEquipmentButton.GetComponent <EquipmentButton>().equipemntId); EquipmentUIResourceManage.Instance.SyntheticPathPanel.SendMessage("ReciveMessageUp", ba); }
//TODO Create array of strings to be used for weapon info //TODO Read a JSON or XML File of weapons //private string[] equipment = new String[x]; //Test code for creating the array private void CreateEquipment() { newEquipment = new BaseEquipment(); //Name newEquipment.ItemName = "TestName"; //newEquipment.ItemName = equipment[x] //Description newEquipment.ItemDescription = "This is a desc for equipment"; //ItemID newEquipment.ItemID = Random.Range(101, 201); //Stats //For now they will be hardcoded but plan to add them to the itemfile that is read newEquipment.Defence = 0; newEquipment.Speed = 0; newEquipment.Luck = 0; //Spell Effect - Not sure if this will be used later on newEquipment.SpellEffectID = Random.Range(1, 20); //Equipment Type ChooseEquipmentType(); //ItemType newEquipment.ItemType = BaseItem.ItemTypes.EQUIPMENT; }
void SetAnimation(BaseEquipment equipment) { var movementAnimationHandler = GameObject.FindGameObjectWithTag("Player").GetComponentInChildren <MovementAnimationHandler>(); Animator animator = null; switch (equipment.EquipmentType) { case EquipmentType.Chest: break; case EquipmentType.Legs: animator = movementAnimationHandler.LegsSlot.GetComponentInChildren <Animator>(); animator.runtimeAnimatorController = equipment.ItemPrefab.GetComponent <EquippableItemBehaviour>().AnimatorController; break; case EquipmentType.Boots: break; case EquipmentType.RightHand: break; case EquipmentType.LeftHand: break; } }
/// <summary> /// 实例化合成面板的选择面板内容 /// </summary> /// <param name="baseEquiment"></param> private void InstanceTableList(BaseEquipment baseEquiment) { int length = baseEquiment.parientEquipentList.Count; if (length > 0) { float buttonWidth = tableObjectHeight; float width = buttonWidth * length + 2 * (length + 1); // Debug.Log(width); if (width < tableObjectWidth) { width = tableObjectWidth; } //Debug.Log(width); contentTableObject.GetComponent <RectTransform>().sizeDelta = new Vector2(width, 0); int count = 0; foreach (int a in baseEquiment.parientEquipentList) { BaseEquipment equipemnt = EquipmentFactory.Instance.GetEquipmemtByID(a); if (equipemnt != null) { GameObject ga = Instantiate(InstanceTableObject) as GameObject; SyntheyicTableButton button = ga.GetComponent <SyntheyicTableButton>(); ga.GetComponent <Image>().sprite = equipemnt.equipmentIcor; button.equipmentId = equipemnt.equipmentId; button.equipemtType = equipemnt.equipmentType; ga.transform.SetParent(contentTableObject.transform); ga.GetComponent <RectTransform>().sizeDelta = new Vector2(buttonWidth, 0); ga.GetComponent <RectTransform>().localPosition = new Vector2(count * (buttonWidth + 2) + 2 + buttonWidth / 2, -buttonWidth / 2); count++; } } } }
public Equipment(BaseEquipment baseEquipment, Rarity rarity, DamageSetConfig rolledMod, int damage, bool hasQuality) { this.Base = baseEquipment; this.rarity = rarity; this.RolledMod = rolledMod; this.Damage = damage; this.HasQuality = hasQuality; }
// creates a random equipment private void CreateEquipment() { newEquipment = new BaseEquipment(); newEquipment.ItemName = itemNames[Random.Range(0, 3)] + " item yo."; newEquipment.ItemID = Random.Range(1, 101); newEquipment.ItemType = BaseItem.ItemTypes.EQUIPMENT; ChooseEquipmentType(); }
// creates a random equipment private void CreateEquipment() { newEquipment = new BaseEquipment(); newEquipment.ItemName = itemNames[Random.Range(0,3)] + " item yo."; newEquipment.ItemID = Random.Range(1,101); newEquipment.ItemType = BaseItem.ItemTypes.EQUIPMENT; ChooseEquipmentType(); }
private void CreateEquipment(){ newEquipment = new BaseEquipment (); newEquipment.ItemName = itemNames[Random.Range(0,4)]; newEquipment.ItemID = Random.Range (1, 101); ChooseItemType (); newEquipment.ItemDescription = itemDes [Random.Range (0, 2)]; newEquipment.Endurance = Random.Range (1, 11); newEquipment.Intellect = Random.Range (1, 11); newEquipment.Strenght = Random.Range (1, 11); }
private void button4_Click(object sender, EventArgs e) { if (!textBox1.Text.Equals("")) { BaseEquipment be = new BaseEquipment(true); be.itemName = textBox1.Text; MapBuilder.gcDB.gameItems.Add(be); reloadLB1(); } }
private static Equipment FromSave(SavedEquipment saved) { BaseEquipment baseEquipment = Data.BaseEquipments.Get(saved.BaseReference); DamageSetConfig rolledMod = null; if (!string.IsNullOrEmpty(saved.RolledModReference)) { rolledMod = Data.DamageSets.Get(saved.RolledModReference); } return(new Equipment(baseEquipment, saved.Rarity, rolledMod, saved.Damage, saved.HasQuality)); }
private void CreateEquipment() { newEquipment = new BaseEquipment(); string tempName = UppercaseFirst(newEquipment.EquipmentType.ToString()); newEquipment.ItemName = equipmentNames[Random.Range(0, equipmentNames.Length)] + " " + tempName + " Armor"; newEquipment.ItemDescription = "This is a " + newEquipment.ItemName; newEquipment.ItemID = Random.Range(1, 101); newEquipment.Defense = Random.Range(1, 11); }
private void CreateEquipment() { newEquipment = new BaseEquipment(); newEquipment.ItemName = itemNames[Random.Range(0, 4)]; newEquipment.ItemID = Random.Range(1, 101); ChooseItemType(); newEquipment.ItemDescription = itemDes [Random.Range(0, 2)]; newEquipment.Endurance = Random.Range(1, 11); newEquipment.Intellect = Random.Range(1, 11); newEquipment.Strenght = Random.Range(1, 11); }
private void CreateEquipment() { newEquipment = new BaseEquipment(); newEquipment.ItemName = itemNames [Random.Range(0, itemNames.Length)] + " Item"; newEquipment.ItemID = Random.Range(1, 101); ChooseItemType(); newEquipment.ItemDsecription = itemDes [Random.Range(0, itemDes.Length)]; newEquipment.Endurance = Random.Range(1, 11); newEquipment.Stamina = Random.Range(1, 11); newEquipment.Strength = Random.Range(1, 11); newEquipment.Intellect = Random.Range(1, 11); }
private void CreateEquipment() { newEquipment = new BaseEquipment(); newEquipment.ItemName = itemNames[Random.Range(0, 3)] + " Item"; newEquipment.ItemID = Random.Range(1, 101); ChooseItemType(); newEquipment.ItemDescription = itemDes[Random.Range(0, itemDes.Length)]; newEquipment.Strength = Random.Range(1, 101); newEquipment.Dexterity = Random.Range(1, 101); newEquipment.Intelligence = Random.Range(1, 101); }
private void CreateEquipment() { newEquipment = new BaseEquipment(); newEquipment.ItemName = itemNames[Random.Range(0, 6)] + " item"; newEquipment.ItemID = Random.Range(1, 1000); ChooseItemType(); newEquipment.ItemDescription = itemDes(Random.Range(0, item.Length)); newEquipment.Stamina = Random.Range(1, 15); newEquipment.Dexterity = Random.Range(1, 15); newEquipment.Strength = Random.Range(1, 15); newEquipment.Intellect = Random.Range(1, 15); }
private void CreateEquipment() { newEquipment = new BaseEquipment(); newEquipment.ItemName = itemNames[Random.Range(0, 3)] + " Item"; newEquipment.ItemID = Random.Range(1, 101); ChooseItemtype(); newEquipment.ItemDescription = itemDes[Random.Range(0, itemDes.Length)]; newEquipment.Stamina = Random.Range(1, 11); newEquipment.Endurance = Random.Range(1, 11); newEquipment.Intellect = Random.Range(1, 11); newEquipment.Strength = Random.Range(1, 11); }
private void CreateEquipment() { newEquipment = new BaseEquipment(); newEquipment.ItemName = "E" + Random.Range(1, 101); newEquipment.ItemID = Random.Range(1, 10); ChooseItemType(); newEquipment.ItemDescription = "This is a" + newEquipment.EquipmentType; newEquipment.Stamina = Random.Range(1, 11); newEquipment.Endurance = Random.Range(1, 11); newEquipment.Intellect = Random.Range(1, 11); newEquipment.Strenght = Random.Range(1, 11); }
private void CreateEquipment() { newEquipment = new BaseEquipment (); newEquipment.itemName = itemNames[Random.Range (1, itemNames.Length)]; newEquipment.itemID = Random.Range (1, 101); newEquipment.itemDescription = itemDes[Random.Range (1, itemDes.Length)]; ChooseItemType (); newEquipment.stamina = Random.Range (1, 11); newEquipment.endurance = Random.Range (1, 11); newEquipment.strength = Random.Range (1, 11); newEquipment.intellect = Random.Range (1, 11); }
private void CreateEquipment() { newEquipment = new BaseEquipment(); newEquipment.ItemName = itemNames [randItem] + " Item"; newEquipment.ItemDescription = itemDescription [randItem] + " Item"; newEquipment.ItemID = Random.Range(1, 101); ChooseItemType(); newEquipment.Strength = Random.Range(1, 21); newEquipment.Intelligence = Random.Range(1, 21); newEquipment.Speed = Random.Range(1, 21); newEquipment.Agility = Random.Range(1, 21); newEquipment.Endurance = Random.Range(1, 21); newEquipment.Luck = Random.Range(1, 21); }
private void CreateEquipment() { newEquipment = new BaseEquipment(); //randomly choose index value for equipment name newEquipment.ItemName = itemNames[Random.Range(0, 6)] + " Item"; newEquipment.ItemID = Random.Range(1, 101); ChooseItemType(); newEquipment.ItemDescription = itemDescription[Random.Range(0, itemDescription.Length)]; newEquipment.Stamina = Random.Range(1, 11); newEquipment.Strength = Random.Range(1, 11); newEquipment.Dexterity = Random.Range(1, 11); newEquipment.Intellect = Random.Range(1, 11); newEquipment.Endurance = Random.Range(1, 11); }
private void CreateEquipment() { newEquipment = new BaseEquipment(); newEquipment.ItemName = itemNames [Random.Range(0, 3)] + " Item"; newEquipment.ItemID = Random.Range(1, 101); newEquipment.ItemDescription = "This is a new piece of equipment."; newEquipment.Strength = Random.Range(1, 10); newEquipment.Intelligence = Random.Range(1, 10); newEquipment.Faith = Random.Range(1, 10); newEquipment.Agility = Random.Range(1, 10); ChooseItemType(); }
public void RefreshEquipment(GameObject slot, BaseEquipment equipment) { slot.transform.DestroyChildren(); if (equipment == null) { return; } SpriteManager sprites = GameManager.instance.SpriteManager; SpriteManager.CreateImage(slot.transform, sprites.GetSprite(equipment.ID)); SpriteManager.CreateText(slot.transform, 16, new Vector3(40, -40, 0), true).text = equipment.GetValue().ToString(); }
public BaseEquipment CreateEquipment() { newEquipment = new BaseEquipment(); newEquipment.ItemName = itemNames[Random.Range (0,3)] + " Item"; newEquipment.ItemID = Random.Range(1,101); ChooseItemType(); newEquipment.Stamina = Random.Range (1,20); newEquipment.Strength = Random.Range (1,20); newEquipment.Dexterity = Random.Range (1,20); newEquipment.Intellect = Random.Range (1,20); newEquipment.Health = Random.Range (1,20); newEquipment.Mana = Random.Range (1,20); newEquipment.SpellEffectID = Random.Range (1,20); return newEquipment; }
private void CreateEquipment() { newEquipment = new BaseEquipment(); newEquipment.ItemName = itemNames[Random.Range(0,4)] + " item"; newEquipment.ItemID = Random.Range(1,101); ChooseItemType(); newEquipment.ItemDescription = itemDescription[Random.Range(0,itemDescription.Length)]; newEquipment.Strength = Random.Range(1,10); newEquipment.Stamina = Random.Range(1,10); newEquipment.Dexterity = Random.Range(1,10); newEquipment.Occult = Random.Range(1,10); newEquipment.Intellect = Random.Range(1,10); newEquipment.Wisdom = Random.Range(1,10); newEquipment.Luck = Random.Range(1,10); }
private void CreateEquipment() { _newEquipment = new BaseEquipment { ItemName = _itemNames[Random.Range(0, 3)] + " Item", ItemId = Random.Range(0, 101), Resistance = Random.Range(1, 11), Dexterity = Random.Range(1, 11), Strength = Random.Range(1, 11), Intellect = Random.Range(1, 11), SpellEffectId = Random.Range(1, 11), ItemDescription = _itemDescription[Random.Range(0, _itemDescription.Length)] }; ChooseItemType(); }
public void CreateEquipment() { newEquipment = new BaseEquipment(); newEquipment.ItemName = itemNames[Random.Range(0, 3)] + " Item"; newEquipment.ItemID = Random.Range(0, 101); newEquipment.ItemDescription = itemDes[Random.Range(0, itemDes.Length)]; // newEquipment.ItemDescription = newEquipment.ItemName + "of a POWER"; ChooseItemType(); //stats newEquipment.strength = Random.Range(1, 28); //strength newEquipment.stamina = Random.Range(1, 28); //stamina newEquipment.intellect = Random.Range(1, 28); //intellect newEquipment.agility = Random.Range(1, 28); //agility newEquipment.endurance = Random.Range(1, 28); //endurance }
public void CreateEquipment() { newEquipment = gameObject.AddComponent <BaseEquipment>(); newEquipment.ItemDescription = itemDes[Random.Range(0, itemDes.Length)]; newEquipment.ItemName = itemNames[Random.Range(0, 3)] + " Item"; newEquipment.ItemID = Random.Range(1, 101); ChooseItemType(); newEquipment.Stamina = Random.Range(1 * GameInformation.PlayerLevel, 11 * GameInformation.PlayerLevel); newEquipment.Endurance = Random.Range(1 * GameInformation.PlayerLevel, 11 * GameInformation.PlayerLevel); newEquipment.Intellect = Random.Range(1 * GameInformation.PlayerLevel, 11 * GameInformation.PlayerLevel); newEquipment.Strength = Random.Range(1 * GameInformation.PlayerLevel, 11 * GameInformation.PlayerLevel); newEquipment.Agility = Random.Range(1 * GameInformation.PlayerLevel, 11 * GameInformation.PlayerLevel); agility = newEquipment.Agility; newEquipment.Mastery = Random.Range(1 * GameInformation.PlayerLevel, 6 * GameInformation.PlayerLevel); }
public void CreateEquipment() { newEquipment = new BaseEquipment(); newEquipment.ItemName = itemNames[Random.Range(0, 3)] + " item"; newEquipment.ItemDescription = "This is an equipemnt"; newEquipment.ItemID = Random.Range(1, 101); newEquipment.Stamina = Random.Range(1, 11); newEquipment.Endurance = Random.Range(1, 11); newEquipment.Intelligence = Random.Range(1, 11); newEquipment.Strength = Random.Range(1, 11); ChooseEquipmentType(); }
public override void Equip() { BaseEquipment currenHeadEquipment = _equipmentOwner.HeadEquipment; if (currenHeadEquipment != null) { currenHeadEquipment.Unequip(); } transform.parent = _equipmentOwner.HeadTransform; transform.localPosition = positionOffSet; transform.localRotation = Quaternion.Euler(roationOffset); _equipmentOwner.HeadEquipment = this; GetComponent <Collider>().enabled = false; gameObject.SetActive(true); }
public void CreateEquipment() { newEquipment = new BaseEquipment(); newEquipment.ItemName = itemNames[Random.Range(0, 3)] + " Item"; newEquipment.ItemID = Random.Range(1, 101); ChooseItemType(); newEquipment.ItemDescription = itemDescription[Random.Range(0, itemDescription.Length)]; //Stats newEquipment.Health = Random.Range(0, 10); newEquipment.Mana = Random.Range(0, 10); newEquipment.Strength = Random.Range(0, 10); newEquipment.Intelligence = Random.Range(0, 10); newEquipment.Dexterity = Random.Range(0, 10); //Assing Spell Effect ID newEquipment.SpellEffectID = Random.Range(1, 101); }
public void SetupEquipmentLogic(BaseEquipment equipment, bool equip) { switch (equipment._EquipmentType) { case EquipmentType.Helmet: SetupHead(equipment as BaseHelmet, equip); break; case EquipmentType.Armor: SetupTorso(equipment as BaseArmor, equip); break; case EquipmentType.MeleeWeapon: SetupMeleeWeapon(equipment as MeleeWeapon, equip); break; } }
public void Start(BaseEquipment be) { this.be = be; comboBox1.Items.Clear(); comboBox1.Items.AddRange(Enum.GetNames(typeof(BaseEquipment.EQUIP_TYPES))); comboBox1.SelectedIndex = (int)be.EquipType; comboBox2.Items.Clear(); comboBox2.Items.AddRange(Enum.GetNames(typeof(BaseEquipment.ARMOUR_TYPES))); comboBox2.SelectedIndex = (int)be.ArmourUseType; comboBox3.Items.Clear(); comboBox3.Items.AddRange(Enum.GetNames(typeof(BaseClass.CLASSType))); comboBox3.SelectedIndex = (int)be.WeaponUseType; Show(); }
/* * void Start() * { * CreateEquipmentBandana (); * Debug.Log (newEquipment.ItemName); * Debug.Log (newEquipment.ItemDescription); * Debug.Log (newEquipment.ItemID.ToString()); * Debug.Log (newEquipment.WeaponType); * Debug.Log (newEquipment.DEF.ToString()); * Debug.Log (newEquipment.MDEF.ToString()); * Debug.Log (newEquipment.MATK.ToString()); * } */ public void CreateEquipmentBandana() { newEquipment = new BaseEquipment(); //Assign Name newEquipment.ItemName = "Bandana"; //Description newEquipment.ItemDescription = "A small cloth bandana used for protection."; //ID newEquipment.ItemID = 26; //Stats newEquipment.DEF = 0; newEquipment.MATK = 3; newEquipment.MDEF = 0; //Type newEquipment.EquipmentType = BaseEquipment.EquipmentTypes.HEAD; //Spell EffectID //newWeapon.SpellEffectID = Effect Here }
private void SaveEdit_btn_Click(object sender, RoutedEventArgs e) { BaseEquipment t = new BaseEquipment(); bool check = true; t.Description = EditDescr_txtbx.Text; t.FullName = EditName_txtbl.Text; t.OfferNum = EditOffer_txtbx.Text; t.ShortType = EditTypeOfEq_cbx.SelectedItem.ToString(); try { t.InPrise = double.Parse(EditInPrice_txtbx.Text); } catch (Exception) { check = false; MessageBox.Show("Не равильно задана входная цена"); } try { t.K = int.Parse(EditK_txtbx.Text); } catch (Exception) { check = false; MessageBox.Show("Не равильно задан коэффициент"); } try { t.Price = int.Parse(EditPrice_txtbx.Text); } catch (Exception) { check = false; MessageBox.Show("Не равильно задана цена"); } if (check && t != null) { MainWindow.s = t; DialogResult = true; Close(); } }
public BaseItem CreateAItem(int ItemSelection) { if (ItemSelection == 1) { anEquipment = newEquipment.CreateEquipment (); return anEquipment; } else if (ItemSelection == 2) { aWeapon = newWeapon.CreateWeapon (); return aWeapon; } else if (ItemSelection == 3) { aPotion = newPotion.CreatePotion (); return aPotion; } else if (ItemSelection == 4) { aScroll = newScroll.CreateScroll (); return aScroll; } else { anEquipment = newEquipment.CreateEquipment (); return anEquipment; } }
public EditEqWin(BaseEquipment item) { InitializeComponent(); if (item != null) { EditPrice_txtbx.Text = item.Price.ToString(); EditK_txtbx.Text = item.K.ToString(); EditName_txtbl.Text = item.FullName; EditOffer_txtbx.Text = item.OfferNum; EditInPrice_txtbx.Text = item.InPrise.ToString(); EditDescr_txtbx.Text = item.Description; foreach (var t in be.TypeOfEquipment.Keys) { if (t == item.ShortType) { EditTypeOfEq_cbx.SelectedItem = t; } } } }
public void CreateEquipment() { newEquipment = new BaseEquipment (); //assign Base Item newEquipment.ItemName = itemNames[Random.Range (0,itemNames.Length)]+ " item"; newEquipment.ItemDescription = itemDescr[Random.Range (0,itemDescr.Length)]; newEquipment.ItemID = Random.Range (1, 101); //assign Base stat newEquipment.Size=Random.Range(1,101); newEquipment.Durability=Random.Range(1,101); newEquipment.Itemlevel=Random.Range(1,101); newEquipment.Itemlevelreq=Random.Range(1,101); newEquipment.SpellEffectID=Random.Range (1, 101); newEquipment.Armor=Random.Range(1, 10); //WeaponType ChooseEquipmentType (); }
public static void loadEquipment() { string path = "URI=file:" + Application.dataPath + "/Database/Database.s3db"; IDbConnection connection; connection = (IDbConnection)new SqliteConnection(path); connection.Open(); IDbCommand command = connection.CreateCommand(); string sqlQuery = "SELECT * FROM Items_Equipment;"; command.CommandText = sqlQuery; IDataReader reader = command.ExecuteReader(); while (reader.Read()) { BaseEquipment be = new BaseEquipment(); be.ItemID = reader.GetInt32 (0); be.EquipType = (BaseEquipment.EquipTypes)reader.GetInt32 (1); //be.SpecialStatID = reader.GetInt32 (3); equipmentData[be.ItemID] = be; } reader.Close(); command.Dispose(); connection.Close(); }
public BaseEquipment CreateEquipment() { anEquipment = newEquipment.CreateEquipment (); return anEquipment; }
public void Setup(BaseEquipment thisWeapon) { curEquipment = thisWeapon; //scalingBuff.SetScaling(curEquipment.user.CharStats); }
void Awake() { _weapon = GetComponent<BaseEquipment>(); _user = transform.parent.GetComponent<BaseCharacter>(); }
public override void Setup(BaseEquipment weapon, MovesetType type) { base.Setup (weapon, type); combo1.SetValue (weapon, BaseEquipmentProperties.EquipmentActions.Combo1); combo2.SetValue (weapon, BaseEquipmentProperties.EquipmentActions.Combo2); combo3.SetValue (weapon, BaseEquipmentProperties.EquipmentActions.Combo3); runAttack.SetValue (weapon, BaseEquipmentProperties.EquipmentActions.RunAttack); dodgeAttack.SetValue (weapon, BaseEquipmentProperties.EquipmentActions.DodgeAttack); moveset.Add (combo1); moveset.Add (combo2); moveset.Add (combo3); moveset.Add (runAttack); moveset.Add (dodgeAttack); }
protected override void OnAwake() { user = transform.root.GetComponent<BaseCharacter> (); curEquipment = GetComponent<BaseEquipment>(); anim = GetComponent<MeshRenderer> (); }
public virtual void Setup(BaseEquipment weapon, MovesetType type) { _weapon = weapon; _user = weapon.User; _userState = _user.CharState; }
public override void Setup(BaseEquipment weapon, MovesetType type) { base.Setup (weapon, type); combo5.SetValue (weapon, BaseEquipmentProperties.EquipmentActions.Combo5); moveset.Add (combo5); }
public virtual void SetValue(BaseEquipment weapon, BaseEquipmentProperties.EquipmentActions name) { base.SetValue (weapon.User); _weapon = weapon; _hitbox = weapon.HitBox; attackName = name; }
// public override void OnTriggerEnter (Collider hit) { // Debug.Log ("Hit Registered!"); // BaseCharacter target; // // if (hit.transform.GetComponent<BaseCharacter>()) { // Debug.LogError ("LANDED A HIT!!!"); // target = hit.transform.GetComponent<BaseCharacter> (); // if (target.CharType != User.CharType) // target.CharActions.CharStatus.ApplyAttack (this, User.Coordinates); // } else // Debug.LogError ("Well something weird is going on..."); //// _weapon.ActiveAttack = null; // } public override void SetValue(BaseEquipment weapon, BaseEquipmentProperties.EquipmentActions name) { base.SetValue (weapon, name); // Debug.LogError ("Setting weapon values..."); switch (attackType) { case AttackPropertyType.Standard: enterAbility = delegate { direction = (CharInput.LookDir - User.Coordinates.position); if (_weapon.ActiveAttack != this) _weapon.ActiveAttack = this; _weapon.WeaponProperties.anim.material.color = Color.grey; }; activeAbility = delegate { _hitbox.enabled = true; Aim (); BurstMove (activeMoveSpeed); _weapon.WeaponProperties.anim.material.color = Color.red; }; exitAbility = delegate { _hitbox.enabled = false; _weapon.WeaponProperties.anim.material.color = Color.grey; }; break; case AttackPropertyType.Charge: case AttackPropertyType.Multi: case AttackPropertyType.Counter: default: Debug.LogError ("Attack Type was not set properly!"); break; } }