//establish a dictionary of all attacks possible in the game. This will be called by the attack function based upon the playercards attack strings. private void Start() { ba = FindObjectOfType <BallAttack>(); abilityTypeDict.Add("Attack", 0); abilityTypeDict.Add("Heal", 1); abilityTypeDict.Add("Revive", 2); abilityTypeDict.Add("Buff", 3); abilityTypeDict.Add("Debuff", 4); AEFlamestrike flameStrike = new AEFlamestrike(); AEDragonkick dragonKick = new AEDragonkick(); AttackDef fs = new AttackDef("FlameStrike", GameManager.Instance.AIActions["Attack"], abilityTypeDict["Attack"], 1.2f, 35, 23, true, 15, 1.5f, flameStrike); AttackDef dk = new AttackDef("DragonKick", GameManager.Instance.AIActions["Attack"], abilityTypeDict["Attack"], 1.2f, 34, 0, false, 0, 1.5f, dragonKick); print(fs + " " + dk); //this could potentially be exposed via a public array of these enteries. maybe? abilityDict.Add("FlameStrike", fs); abilityDict.Add("DragonKick", dk); }
public void CharacterDied(BallAttack character) { characters.Remove(character); }