public void Initialize(TapBattleController controller, List <GameObject> heroList) { this.controller = controller; data = PlayerManager.Instance.SelectedBattle; DPSText.text = data.DPS.ToString("0"); TapDamageText.text = controller.TapDamage.ToString("0"); int index = 0; TapCharacterHandler tempHero; foreach (TapHeroDetailsInterface heroUI in PartyFrames) { if (index < heroList.Count) { tempHero = heroList[index].GetComponent <TapCharacterHandler>(); heroUI.Initialize(tempHero.hero, this, controller, tempHero); } else { heroUI.gameObject.SetActive(false); } index++; } CounterArea.SetActive(false); }
public void Initialize(Hero hero, TapBattleInterface tapBattleRef, TapBattleController controller, TapCharacterHandler handler) { this.hero = hero; this.tapBattleRef = tapBattleRef; this.controller = controller; this.fctInterface = controller.FCTInterface; this.handler = handler; portrait.sprite = hero.LoadPortraitSprite(); skillIcon.sprite = hero.tapSkill.sprite;// Resources.Load<Sprite>("Hero/" + hero.data.Identity.ToLower() + "/portrait"); switch (hero.tapSkill.element) { case ElementalTypes.Fire: Element.sprite = Resources.Load <Sprite>("Items/None/element_fire"); ElementBackground.sprite = Element.sprite; break; case ElementalTypes.Water: Element.sprite = Resources.Load <Sprite>("Items/None/element_water"); ElementBackground.sprite = Element.sprite; break; case ElementalTypes.Nature: Element.sprite = Resources.Load <Sprite>("Items/None/element_nature"); ElementBackground.sprite = Element.sprite; break; case ElementalTypes.Light: Element.sprite = Resources.Load <Sprite>("Items/None/element_light"); ElementBackground.sprite = Element.sprite; break; case ElementalTypes.Dark: Element.sprite = Resources.Load <Sprite>("Items/None/element_dark"); ElementBackground.sprite = Element.sprite; break; default: Element.gameObject.SetActive(false); ElementBackground.gameObject.SetActive(false); break; } tooltip.Initialize(hero.tapSkill); cooldownTotal = hero.tapSkill.cooldown * 60f;// 90f - (60f * ((float) hero.GetPrimaryStat(PrimaryStats.Speed) / 100f)); }
public void Initialize(CharacterBattleMode mode, Hero hero, TapBattleController controller = null) { this.mode = mode; this.hero = hero; this.controller = controller; Character_Spine_Animator = GetComponent <SkeletonAnimation>(); animator = GetComponent <Animator>(); /* * GetWeaponBone weaponBone = GetComponent<GetWeaponBone>(); * * if (weaponBone != null) { * Sprite weaponSprite = Resources.Load<Sprite>("Items/Weapon/" + hero.EquipedItems[EquipmentType.Weapon].data.Sprite); * weaponBone.Initialize(weaponSprite); * } */ initialized = true; }