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 Loading() { data = PlayerManager.Instance.SelectedBattle; // Get the BattleRoot Object and Load the UI if (battleRoot == null) { battleRoot = FindObjectOfType <BattleRootController>(); } if (FCTInterface == null) { FCTInterface = (FloatingCombatTextInterface)MenuManager.Instance.Load("Interface_FloatingCombatText"); } if (TapInterface == null) { TapInterface = (TapBattleInterface)MenuManager.Instance.Push("Interface_TapBattle"); } // If the battleRoot object is not null go to the next phase if (battleRoot != null && FCTInterface != null && TapInterface != null) { Phase++; } }