public static Dictionary <int, Dictionary <int, List <UnitAbility> > > GetAbilityUpgrades(dsreplay replay) { Dictionary <int, Dictionary <int, List <UnitAbility> > > Upgrades = new Dictionary <int, Dictionary <int, List <UnitAbility> > >(); foreach (dsplayer pl in replay.PLAYERS) { Upgrades[pl.POS] = new Dictionary <int, List <UnitAbility> >(); foreach (var ent in pl.AbilityUpgrades) { int gameloop = ent.Key; foreach (var upgrades in ent.Value) { UnitAbility a = AbilityPool.Map(upgrades); if (a != null) { if (!Upgrades[pl.POS].ContainsKey(gameloop)) { Upgrades[pl.POS][gameloop] = new List <UnitAbility>(); } Upgrades[pl.POS][gameloop].Add(a); } } } } return(Upgrades); }
static void InitUnits() { UpgradePool.Init(); AbilityPool.Init(); UnitPool.Init(); AbilityPool.PoolInit(); }
private void ChangeAbilities(AbilityPool newAbilities) { currentAbilities.AttackAbility = newAbilities.AttackAbility; currentAbilities.DashAbility = newAbilities.DashAbility; currentAbilities.ChargeAbility = newAbilities.ChargeAbility; currentAbilities.AttackAbility.Setup(this); currentAbilities.DashAbility.Setup(this); currentAbilities.ChargeAbility.Setup(this); }
public override bool Inputs() { skipdata = true; bool ret = base.Inputs(); skipdata = false; if (Commands != null) { if (CURSOR_SELECT >= Commands.Count) { AbilityPool?.Show(); CommandsPool?.Hide(); } else { AbilityPool?.Hide(); CommandsPool?.Show(); } } return(ret); }
private void Awake() { abilityPool = new AbilityPool(abilityPoolBase); rerollButton.GetComponentInChildren <Text>().text = "" + RerollCost.Value; }