public void Init(CharacterData data) { characterData = data; data.Init(); //data.equipments.ObserveCountChanged().Subscribe(_ => UpdateStats(0)).AddTo(this); //data.weapons.ObserveCountChanged().Subscribe(_ => UpdateStats(1)).AddTo(this); skillWheel = data.skills; UpdateStats(); GetComponentInChildren <CharacterVfx>().Init(); }
//public void Init(ExpeditionMenu.Monster monster) //{//CharacterData data) { // characterData = data; // data.Init(); // data.armors.ObserveCountChanged().Subscribe(_ => UpdateStats(0)).AddTo(this); // data.weapons.ObserveCountChanged().Subscribe(_ => UpdateStats(1)).AddTo(this); // skillWheel = data.skills; // characterData = monster.Character; // characterData.Init(); // characterData.armors.ObserveCountChanged().Subscribe(_ => UpdateStats(0)).AddTo(this); // characterData.weapons.ObserveCountChanged().Subscribe(_ => UpdateStats(1)).AddTo(this); // Skills.Skill[] temp = new Skills.Skill[4]; // for (int j = 0; j < monster.SkillWheel.Length; j++) // temp[j] = characterData.skills[monster.SkillWheel[j]]; // skillWheel = temp; // UpdateStats(0); // GetComponentInChildren<CharacterVfx>().Init(); //} //public void Init(Client client){//CharacterData data) { // characterData = data; // data.Init(); // data.armors.ObserveCountChanged().Subscribe(_ => UpdateStats(0)).AddTo(this); // data.weapons.ObserveCountChanged().Subscribe(_ => UpdateStats(1)).AddTo(this); // skillWheel = data.skills; // characterData = client.Character; // characterData.Init(); // characterData.armors.ObserveCountChanged().Subscribe(_ => UpdateStats(0)).AddTo(this); // characterData.weapons.ObserveCountChanged().Subscribe(_ => UpdateStats(1)).AddTo(this); // Skills.Skill[] temp = new Skills.Skill[4]; // for (int j = 0; j < client.SkillWheel.Length; j++) // temp[j] = characterData.skills[client.SkillWheel[j]]; // skillWheel = temp; // UpdateStats(0); // GetComponentInChildren<CharacterVfx>().Init(); //} public void Init(CharacterData data, int[] intSkillWheel) { characterData = data; characterData.Init(); characterData.armors.ObserveCountChanged().Subscribe(_ => UpdateStats(0)).AddTo(this); characterData.weapons.ObserveCountChanged().Subscribe(_ => UpdateStats(1)).AddTo(this); Skill[] temp = new Skill[4]; for (int j = 0; j < intSkillWheel.Length; j++) { temp[j] = characterData.skills[intSkillWheel[j]]; } skillWheel = temp; UpdateStats(0); GetComponentInChildren <CharacterVfx>().Init(); }
public async Task Init(CharacterData data, int[] intSkillWheel) { characterData = data; characterData.Init(); //characterData.armors.ObserveCountChanged().Subscribe(_ => UpdateStats(0)).AddTo(this); //characterData.weapons.ObserveCountChanged().Subscribe(_ => UpdateStats(1)).AddTo(this); Skill[] temp = new Skill[5]; for (int j = 0; j < intSkillWheel.Length; j++) { temp[j] = characterData.skills[intSkillWheel[j]]; } skillWheel = temp; currentStats.Init(); UpdateStats(); /* * if(team == Team.PlayerTeam) * currentStats.hp = new ReactiveProperty<float>(GameManager.curentHPClients[clientNumber]); * else * currentStats.hp = new ReactiveProperty<float>(currentStats.maxHp); */ //develop-nico stuff slotAction = new Subject <SlotAction>(); statusEffects = new ReactiveCollection <StatusEffect>(); effectTypes = new ReactiveProperty <EffectType>(EffectType.None); skillSlot = skillWheel.ToList(); //animator _combatManager = CombatManager.Instance; _animator = GetComponentInChildren <Animator>(); AnimatorOverrideController myOverrideController = await Utils.LoadResource <AnimatorOverrideController>(characterData.animatorController); _animator.runtimeAnimatorController = myOverrideController; }