예제 #1
0
    private void Awake()
    {
        //Ref:
        rb          = GetComponent <Rigidbody2D>();
        anim        = gameObject.GetComponentInChildren <Animator>();
        rend        = GetComponentInChildren <SpriteRenderer>();
        textMesh    = GetComponent <TextMeshPro>();
        stockCanvas = GameObject.FindGameObjectWithTag("StockCanvas").GetComponent <StockCanvas>();

        //Dont Destroy:
        DontDestroyOnLoad(gameObject);

        bAbility = Manager.WorldOptions.bDefault;
        aAbility = Manager.WorldOptions.aDefault;
        xAbility = Manager.WorldOptions.xDefault;
        yAbility = Manager.WorldOptions.yDefault;
    }
예제 #2
0
    void SetAbility()
    {
        switch (abilityType)
        {
        case 0:
            var abilityListA = Manager.WorldOptions.availableAAbilities;
            var rA           = Random.Range(0, abilityListA.Count);
            textMesh.text = abilityListA[rA].ToString();
            newAAbility   = abilityListA[rA];

            //First get Enum length, then select one random:

            /*abilitySubType = UnityEngine.Random.Range(1,Enum.GetValues(typeof(AAbility)).Length);
             * foreach (int i in Enum.GetValues(typeof(AAbility)))
             * {
             *  if(i == abilitySubType)
             *  {
             *      print((AAbility)i);
             *      textMesh.text = Enum.GetName(typeof(AAbility), i);
             *      newAAbility = (AAbility)i;
             *  }
             * }*/
            break;

        case 1:
            var abilityListX = Manager.WorldOptions.availableXAbilities;
            var rX           = Random.Range(0, abilityListX.Count);
            textMesh.text = abilityListX[rX].ToString();
            newXAbility   = abilityListX[rX];

            //First get Enum length, then select one random:

            /*abilitySubType = UnityEngine.Random.Range(1, Enum.GetValues(typeof(XAbility)).Length);
             * foreach (int i in Enum.GetValues(typeof(XAbility)))
             * {
             *  if (i == abilitySubType)
             *  {
             *      print((XAbility)i);
             *      textMesh.text = Enum.GetName(typeof(XAbility), i);
             *      newXAbility = (XAbility)i;
             *  }
             * }*/
            break;

        case 2:
            var abilityListY = Manager.WorldOptions.availableYAbilities;
            var rY           = Random.Range(0, abilityListY.Count);
            textMesh.text = abilityListY[rY].ToString();
            newYAbility   = abilityListY[rY];

            //First get Enum length, then select one random:

            /*abilitySubType = UnityEngine.Random.Range(1, Enum.GetValues(typeof(YAbility)).Length);
             * foreach (int i in Enum.GetValues(typeof(YAbility)))
             * {
             *  if (i == abilitySubType)
             *  {
             *      print((YAbility)i);
             *      textMesh.text = Enum.GetName(typeof(YAbility), i);
             *      newYAbility = (YAbility)i;
             *  }
             * }*/
            break;

        case 3:
            var abilityListB = Manager.WorldOptions.availableBAbilities;
            var rB           = Random.Range(0, abilityListB.Count);
            textMesh.text = abilityListB[rB].ToString();
            newBAbility   = abilityListB[rB];

            //First get Enum length, then select one random:

            /*abilitySubType = UnityEngine.Random.Range(1, Enum.GetValues(typeof(BAbility)).Length);
             * foreach (int i in Enum.GetValues(typeof(BAbility)))
             * {
             *  if (i == abilitySubType)
             *  {
             *      print((BAbility)i);
             *      textMesh.text = Enum.GetName(typeof(BAbility), i);
             *      newBAbility = (BAbility)i;
             *  }
             * }*/
            break;

        default:
            break;
        }
    }
예제 #3
0
 public void ChangeXAbility(XAbility newXAbility)
 {
     xAbility = newXAbility;
 }