void DetectInput()
    {
        //Add and remove party members
        if (testMode == TestModes.Characters)
        {
            if (Input.GetKeyDown(KeyCode.Alpha1))
            {
                playerParty.AddPartyMember(1, "Chad");
            }
            else if (Input.GetKeyDown(KeyCode.Alpha2))
            {
                playerParty.AddPartyMember(2, "John");
            }
            else if (Input.GetKeyDown(KeyCode.Alpha3))
            {
                playerParty.AddPartyMember(3, "Jane");
            }

            else if (Input.GetKeyDown(KeyCode.Z))
            {
                playerParty.RemovePartyMember(1);
            }
            else if (Input.GetKeyDown(KeyCode.X))
            {
                playerParty.RemovePartyMember(2);
            }
            else if (Input.GetKeyDown(KeyCode.C))
            {
                playerParty.RemovePartyMember(3);
            }
        }

        //Add Status Effects
        if (testMode == TestModes.Status_Effects)
        {
            if (Input.GetKeyDown(KeyCode.Alpha1))
            {
                statusEffectManager.AddStatusEffect(playerParty.characters[0], 0);
            }
        }

        //Add character to training area
        if (testMode == TestModes.Character_Trainer)
        {
            if (Input.GetKeyDown(KeyCode.Alpha1))
            {
                characterTrainer.AddCharacter(characterManager.allCharacters[0], timeToTrain, goldToUse, true, true, false, false);
            }
            else if (Input.GetKeyDown(KeyCode.Alpha2))
            {
                characterTrainer.AddCharacter(characterManager.allCharacters[1], timeToTrain, goldToUse, true, true, false, false);
            }
            if (Input.GetKeyDown(KeyCode.Alpha3))
            {
                characterTrainer.AddCharacter(characterManager.allCharacters[2], timeToTrain, goldToUse, true, true, false, false);
            }
        }
    }
Exemplo n.º 2
0
    public void InitializeStatusEffects(List <int> savedStatusEffects)
    {
        StatusEffectManager effectManager = FindObjectOfType <StatusEffectManager>();

        if (savedStatusEffects.Count > 0)
        {
            for (int i = 0; i < statusEffects.Count; i++)
            {
                effectManager.AddStatusEffect(this, statusEffects[i]);
            }
        }
    }