private Animator cAnim;//Animator component attached to Junkochan // Use this for initialization void Start() { //skeleton = new Skeleton(); //skeleton.hp = 150; //skeleton.attack = 50; //cController = this.GetComponent<CharacterController>(); cAnim = this.GetComponent <Animator>(); Gear testGear = new Gear(); testGear.type = Gear.GearType.TYPE_PRIMARY; testGear.attack = 50; skeleton.EquipGear(testGear); skeleton.CalculateStats(); mMaterial = GetComponent <Renderer>().material; // mesh = this.transform.GetChild(2).GetComponent<Transform>(); hpContainer = this.transform.GetChild(1).GetComponent <TextMesh>(); meshRenderer = GetComponent <MeshRenderer>(); hpContainer.text = skeleton.hp.ToString(); //init skills skeleton.firstSkill = new SkeletonSkill(SkeletonSkill.SkillType.TYPE_DAMAGE, 2, SkeletonSkill.MultiplyFactor.FACTOR_ATTACK, 100, SkeletonSkill.SkillEffect.ATTACK_DOWN, 2); skeleton.secondSkill = new SkeletonSkill(SkeletonSkill.SkillType.TYPE_SPECIAL_DAMAGE, 3, SkeletonSkill.MultiplyFactor.FACTOR_SPECIAL_ATTACK, 100, SkeletonSkill.SkillEffect.DEFENSE_DOWN, 2); skeleton.thirdSkill = new SkeletonSkill(SkeletonSkill.SkillType.TYPE_DAMAGE, 5, SkeletonSkill.MultiplyFactor.FACTOR_ATTACK, 100, SkeletonSkill.SkillEffect.VIRUS, 3); skeleton.skillToExecute = skeleton.firstSkill; skeleton.status = Skeleton.SkeletonStatus.ALIVE; }
// Use this for initialization void Start() { skeleton = new Skeleton(); skeleton.hp = 200; skeleton.attack = 80; Gear testGear = new Gear(); testGear.type = Gear.GearType.TYPE_PRIMARY; testGear.attack = 70; skeleton.EquipGear(testGear); skeleton.CalculateStats(); enemyMaterial = GetComponent <Renderer>().material; }