private void FindSelectedSkill() { for (int index = 0; index < skillSlots.Count; index++) { if (skillSlots[index] == eventSys.currentSelectedGameObject) { selectedSkill = turnBaseScript.currentTurnCharacter.baseStatus.skills[index]; return; } } }
// Function to initialize the magic data prefab public void InitializeSkillData(GameObject skillObject, SkillScriptable skillScriptable, GameObject currentUser, GameObject targetUser) { // Set sorting layers skillObject.GetComponent <SpriteRenderer>().sortingLayerName = "Battle Characters"; skillObject.GetComponent <SpriteRenderer>().sortingOrder = 2; // Set appropriate skill properties skillObject.GetComponent <SkillProperties>().skillName = skillScriptable.skillName; skillObject.GetComponent <SkillProperties>().skillDescription = skillScriptable.skillDescription; skillObject.GetComponent <SkillProperties>().skillCost = skillScriptable.skillCost; skillObject.GetComponent <SkillProperties>().skillDamage = skillScriptable.skillDamage; skillObject.GetComponent <SkillProperties>().skillSprite = skillScriptable.skillSprite; skillObject.GetComponent <SkillProperties>().effectLength = skillScriptable.effectLength; skillObject.GetComponent <SkillProperties>().soundEffect = skillScriptable.soundEffect; skillObject.GetComponent <SkillProperties>().skillAnimation = skillScriptable.skillAnimation; skillObject.GetComponent <SkillProperties>().isHealingSkill = skillScriptable.isHealingSkill; skillObject.GetComponent <Animator>().runtimeAnimatorController = skillScriptable.skillAnimation; // Set current and target user skillObject.GetComponent <SkillProperties>().currentUser = currentUser; skillObject.GetComponent <SkillProperties>().targetUser = targetUser; }