public AtavismAbility Clone(GameObject go) { AtavismAbility clone = go.AddComponent <AtavismAbility>(); clone.id = id; clone.name = name; clone.icon = icon; //clone.style = style; clone.costProperty = costProperty; clone.rank = rank; clone.cost = cost; clone.distance = distance; clone.castTime = castTime; clone.globalcd = globalcd; clone.weaponcd = weaponcd; clone.cooldownType = cooldownType; clone.cooldownLength = cooldownLength; clone.weaponReq = weaponReq; clone.targetType = targetType; clone.tooltip = tooltip; clone.passive = passive; clone.reqLevel = reqLevel; clone.castingInRun = castingInRun; return(clone); }
/// <summary> /// Reset the cursor to its initial state (point) /// </summary> public void ResetCursor() { // reset our state _cursorItem = null; _cursorAbility = null; _cursorBag = null; // Reset the texture // cursorTexture = null; }
/// <summary> /// Sets the cursor item to the specified item. This will result in the items icon replacing the cursor /// and allow it to be placed. /// </summary> /// <param name="item"></param> public void SetCursorItem(AtavismInventoryItem item) { if (item != null) { _cursorItem = item; _cursorAbility = null; _UpdateCursor(); AtavismLogger.LogDebugMessage("Set cursor item: " + item + "," + item.icon); } }
public AtavismAbility GetPlayerAbility(int abilityID) { AtavismAbility ability = null; foreach (AtavismAbility ab in playerAbilities) { if (ab.id == abilityID) { return(ab); } } return(ability); }
public AtavismAbility GetAbility(int abilityID) { // First check if the player has a copy of this ability AtavismAbility ability = GetPlayerAbility(abilityID); if (ability == null) { // Player does not have this ability - lets use the template if (abilities.ContainsKey(abilityID)) { return(abilities[abilityID].Clone(tempCombatDataStorage)); } } return(ability); }
void UpdateButton(int abilityID) { if (abilityID > 0) { AtavismAbility ability = Abilities.Instance.GetAbility(abilityID); action = new AtavismAction(); action.actionObject = ability; GetComponent <Button>().image.sprite = ability.icon; GetComponent <Button>().image.color = new Color(1, 1, 1, 1); } else { GetComponent <Button>().image.color = new Color(0, 0, 0, 0); } }
void Start() { if (instance != null) { return; } instance = this; tempCombatDataStorage = new GameObject("TemporaryCombatData"); DontDestroyOnLoad(tempCombatDataStorage); playerAbilities = new List <AtavismAbility>(); // abilitiesList = new List<AtavismAbility>(); abilities = new Dictionary <int, AtavismAbility>(); Object[] abilityPrefabs = Resources.LoadAll("Content/Abilities"); foreach (Object abilityPrefab in abilityPrefabs) { GameObject go = (GameObject)abilityPrefab; AtavismAbility abilityData = go.GetComponent <AtavismAbility>(); if (!abilities.ContainsKey(abilityData.id)) { abilities.Add(abilityData.id, abilityData); } } playerEffects = new List <AtavismEffect>(); effects = new Dictionary <int, AtavismEffect>(); Object[] effectPrefabs = Resources.LoadAll("Content/Effects"); foreach (Object effectPrefab in effectPrefabs) { GameObject go = (GameObject)effectPrefab; AtavismEffect effectData = go.GetComponent <AtavismEffect>(); if (!effects.ContainsKey(effectData.id)) { effects.Add(effectData.id, effectData); } } }