Exemplo n.º 1
0
    private void Start()
    {
        player           = GameObject.FindWithTag(Constants.TAG_PLAYER);
        playerScript     = player.GetComponent <PlayerScript>();
        abilityUIManager = GameObject.Find(Constants.GAMEOBJECT_NAME_CANVAS).GetComponent <AbilityUIManager>();
        modifiers        = new List <Modifier>();

        Setup();
    }
Exemplo n.º 2
0
    // Start is called before the first frame update
    void Start()
    {
        velocity     = Vector3.zero;
        health       = healthMax;
        invulnerable = false;
        gold         = 0;
        walls        = new List <GameObject>();

        modifierAdds = new List <Item>();

        abilityUIManager = GameObject.Find(Constants.GAMEOBJECT_NAME_CANVAS).GetComponent <AbilityUIManager>();

        abilities[0]             = gameObject.AddComponent <Ability_MagicBlast>();
        abilities[0].abilitySlot = 0;

        abilityUIManager.UpdateHealth(health, healthMax);
    }
Exemplo n.º 3
0
    public void LevelUp()
    {
        if (AbilityLevel > 0 && AbilityLevel < MaxLevel)
        {
            AbilityLevel++;

            LevelUpExtraStats();
            LevelUpAbilityStats();
            LevelUpBuffsAndDebuffs();

            AbilityUIManager abilityUIManager = champion.AbilityUIManager;

            if (UsesResource && resourceCost == 0)
            {
                UsesResource = false;
                if (abilityUIManager)
                {
                    abilityUIManager.SetAbilityCost(ID, resourceCost);
                }
            }
            if (baseCooldownPerLevel != 0)
            {
                if (affectedByCooldownReduction)
                {
                    SetCooldownForAbilityAffectedByCooldownReduction();
                }
                else
                {
                    SetCooldownForAbilityUnaffectedByCooldownReduction();
                }
            }

            if (UsesResource && abilityUIManager)
            {
                abilityUIManager.SetAbilityCost(ID, resourceCost);
                abilityUIManager.UpdateAbilityHasEnoughResource(ID, !IsEnabled || IsBlocked || IsOnCooldown || resourceCost <= champion.StatsManager.Resource.GetCurrentValue());
            }
        }
        else if (AbilityLevel == 0)
        {
            AbilityLevel++;
            EnableAbility();
            EnableAbilityPassive();
        }
    }