public void RebuildAllModels() { foreach (StoryWindowCharacterSlot character in allCharacterSlots) { CharacterModelController.BuildModelFromModelClone(character.myModel, character.myCharacterData.myCharacterModel); } }
public void RebuildAllModels() { foreach (TreasureRoomCharacter character in allCharacterSlots) { CharacterModelController.BuildModelFromModelClone(character.myModel, character.myCharacterData.myCharacterModel); } }
public void RebuildAllModels() { List <VillageCharacter> allCharacterSlots = new List <VillageCharacter> { characterOne, characterTwo, characterThree, characterFour }; foreach (VillageCharacter character in allCharacterSlots) { CharacterModelController.BuildModelFromModelClone(character.myModel, character.myCharacterData.myCharacterModel); } }
// Initialization + Setup #region public void InitializeSetup(Enemy enemy) { // Establish enemy connection myEnemy = enemy; // Fix camera/canvas issue weirdness myParentRenderCanvas = GetComponentInParent <Canvas>(); myParentRenderCanvas.worldCamera = CameraManager.Instance.unityCamera.mainCamera; // Build character model // CharacterModelController.BuildModelFromPresetString(myModel, myEnemy.myName); CharacterModelController.BuildModelFromModelClone(myModel, myEnemy.myModel); myModel.SetIdleAnim(); // Set up text files characterNameText.text = enemy.myName; // Core stats strengthText.text = enemy.currentStrength.ToString(); dexterityText.text = enemy.currentDexterity.ToString(); wisdomText.text = enemy.currentWisdom.ToString(); staminaText.text = enemy.currentStamina.ToString(); mobilityText.text = enemy.currentMobility.ToString(); initiativeText.text = enemy.currentInitiative.ToString(); // Secondary stats criticalText.text = enemy.currentCriticalChance.ToString(); dodgeText.text = enemy.currentDodgeChance.ToString(); parryText.text = enemy.currentParryChance.ToString(); auraSizeText.text = enemy.currentAuraSize.ToString(); dodgeText.text = enemy.currentDodgeChance.ToString(); maxEnergyText.text = enemy.currentMaxEnergy.ToString(); meleeRangeText.text = enemy.currentMeleeRange.ToString(); // Resistances physicalResistanceText.text = enemy.currentPhysicalResistance.ToString(); fireResistanceText.text = enemy.currentFireResistance.ToString(); frostResistanceText.text = enemy.currentFrostResistance.ToString(); poisonResistanceText.text = enemy.currentPoisonResistance.ToString(); airResistanceText.text = enemy.currentAirResistance.ToString(); shadowResistanceText.text = enemy.currentShadowResistance.ToString(); }
public void InitializeSetup(LivingEntity entity) { myLivingEntity = entity; entity.myActivationWindow = this; gameObject.SetActive(false); gameObject.SetActive(true); Debug.Log("Setting up activation window UC Model for " + entity.myName); // Set up model if (entity.defender) { CharacterModelController.BuildModelFromModelClone(myUCM, entity.defender.myCharacterData.myCharacterModel); } else if (entity.enemy) { //CharacterModelController.BuildModelFromPresetString(myUCM, entity.myName); CharacterModelController.BuildModelFromModelClone(myUCM, entity.myModel); } myUCM.SetBaseAnim(); }