// Use this for initialization void Start() { playerController = GetComponentInParent <PlayerController>(); inventory = GetComponentInParent <SkillInventory>(); minSkillIndex = 0; currentIndex = 0; }
// Constructor public NPCParam() { privateParams = PrivateParam.Default(); param = Param.Default(); abilitys = Abilitys.Default(); resistance = Resistance.Default(); regeneration = Regeneration.Default(); itemInventory = new ItemInventory(float.MaxValue, float.MaxValue); skillInventory = new SkillInventory(); buffInventory = new BuffInventory(); }
public static void SetDefault() { privateParams = PrivateParam.Default(); param = Param.Default(); abilitys = Abilitys.Default(); resistance = Resistance.Default(); regeneration = Regeneration.Default(); itemInventory = new ItemInventory(float.MaxValue, float.MaxValue); equipInventory = new EquipInventory(); skillInventory = new SkillInventory(); buffInventory = new BuffInventory(); professionInventory = new ProfessionInventory(); recipeInventory = new RecipeInventory(); hotBarInventory = new HotBarInventory(); }
void SetPlayers() { invenPlayer = transform.parent.GetComponent <SkillInventory>(); }
// Use this for initialization void Start() { playerInventory = GetComponentInParent <SkillInventory>(); playerController = GetComponent <PlayerController>(); }
void Awake() { instance = this; skills = new Skill[3]; }