예제 #1
0
    public List <SkillType.SkillTypeInfo> GetAdaptableSkills()
    {
        //Get the skillslot we're adapting away from
        SkillSlot skillslotAdaptingAwayFrom = GetSelectedSkillslot();
        Chr       chrAdapting = skillslotAdaptingAwayFrom.chrOwner;

        //Get all the skills under this character's disciplines
        List <SkillType.SkillTypeInfo> lstSkillTypeInfosInDisciplines = SkillType.GetSkillInfosUnderDisciplines(chrAdapting).ToList();

        //Filter out any non-viable ones (e.g., ones we already have equipped in that characters slots
        FilterUnadaptableSkills(chrAdapting, ref lstSkillTypeInfosInDisciplines);

        //return the filtered list
        return(lstSkillTypeInfosInDisciplines);
    }
예제 #2
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    public void InitWithLoadout(LoadoutManager.Loadout loadout)
    {
        //Set our local loadout to the newly submitted one
        loadoutCur = loadout;

        //Setup the general UI to reflect the new loadout
        inputfieldLoadoutName.text = loadoutCur.sName;

        lstSelectableSkills = SkillType.GetSkillInfosUnderDisciplines(ChrTypeSelectingFor());

        //Loop through all the dropdown skill selectors and initialize them with what options they are set to (and their currently selectable options)
        for (int i = 0; i < ardropdownSkillLoadout.Length; i++)
        {
            //Select the appropriate skill (either equipped or benched) from the current loadout
            ardropdownSkillLoadout[i].Init(loadoutCur.lstChosenSkills[i]);
        }
    }
예제 #3
0
 public void ShowSkillSelectionForChr(Chr chrSelectingSkill)
 {
     this.gameObject.SetActive(true);
     SetDropDownOptions(SkillType.GetSkillInfosUnderDisciplines(chrSelectingSkill));
 }