void OnEnable() { characterCreation = GetComponentInParent <CharacterCreation>(); if (characterCreation) { CharacterCreation.OnNewPoints += OnNewPointsAvailable; } }
public void EmulateSelect(AbilityStat selector) { if (selector.Index < minIndex) { return; } bool shouldBeSelected = selector != null; int culmulativeCost = 0; for (int i = minIndex; i < visibleSelectors; i++) { if (!selectors[i].allowed) { shouldBeSelected = false; } if (shouldBeSelected && !selectors[i].selected) { selectors[i].selected = true; culmulativeCost += ability[i].cost; } else if (!shouldBeSelected) { if (selectors[i].selected) { culmulativeCost -= ability[i].cost; } selectors[i].selected = false; } //All coming should be not selected if (selector == selectors[i]) { shouldBeSelected = false; } } if (characterCreation) { CharacterCreation.NewTransaction(culmulativeCost); } }
public void UpgradeCharacter() { CharacterCreation.UpgradePlayer(); }