//This is for initializing values in the editor only. ApplyAugments will be triggered during build by a GameEventListener listening for any type of stat changes public void Recalculate() { myStatSystem.Awake(); EnemyHook enemyHook = myStatSystem.GetComponent <EnemyHook>(); enemyHook.Awake(); StatAugment[] statAugments = myStatSystem.GetComponentsInChildren <StatAugment>(); foreach (StatAugment augment in statAugments) { augment.Awake(); } myStatSystem.ApplyAugments(); }
public void Awake() { enemyHook = GetComponent <EnemyHook>(); statAugments = GetComponentsInChildren <StatAugment>().OrderBy(sa => sa.priority).ToList(); }