private void OnSelectionChange() { myManager = null; title = "Ultimates"; if (Selection.activeGameObject != null && Selection.activeGameObject.GetComponent<UltimateAttackManager>() != null) { myManager = Selection.activeGameObject.GetComponent<UltimateAttackManager>(); title = myManager.name + " Ults"; playerValue = myManager.playerValue; attacks = UltimateAttackManager.participantAttacks[playerValue]; } Repaint(); }
protected override void Awake() { base.Awake(); // create states CreateState(SpawningState, SpawningEnter, info => {}); CreateState(IdlingState, IdlingEnter, IdlingExit); CreateState(JumpingState, JumpingEnter, info => {}); CreateState(MovingState, MovingEnter, MovingExit); CreateState(FallingState, FallingEnter, FallingExit); CreateState(AttackingState, AttackingEnter, info => {}); CreateState(UltimateState, UltimateEnter, UltimateExit); CreateState(DefendingState, DefendingEnter, DefendingExit); CreateState(DodgeRollingState, DodgeRollingEnter, DodgeRollingExit); CreateState(AirDodgingState, AirDodgingEnter, AirDodgingExit); CreateState(FlinchingState, FlinchingEnter, FlinchingExit); CreateState(StunState, StunEnter, info => {}); CreateState(DyingState, info => {}, info => {}); initialState = SpawningState; myStats.Initialize(playerInfo.username); // combat attackManager = GetComponent<AttackManager>(); attackManager.Initialize(this); comboManager = GetComponent<ComboManager>(); comboManager.Initialize(this); tauntManager = GetComponent<TauntManager>(); ultimateManager = GetComponent<UltimateAttackManager>(); shieldHealth = (int)myStats.defenseShield.value; myMagic = GetComponent<Magic>(); myMagic.Initialize(myStats); shieldRegen = new Job(RegenShield(), false); }