public override void GetItemData() { itemData = new MaceData(); }
public void Update() { //Campaign cheats (Right shift) //Cheat for player victory if (Input.GetKey(KeyCode.RightShift) && Input.GetKeyDown(KeyCode.P)) { RostaInfo.currentEncounter.completionState = Encounter.CompletionState.VICTORY; StartCoroutine(encounterManager.EncounterEnd(Factions.players)); } //Cheat for enemy victory if (Input.GetKey(KeyCode.RightShift) && Input.GetKeyDown(KeyCode.E)) { encounterManager.playerSquad.Clear(); RostaInfo.currentEncounter.completionState = Encounter.CompletionState.DEFEAT; StartCoroutine(encounterManager.EncounterEnd(Factions.enemies)); } //Equipment Cheats (left shift) //Cheat for greataxe if (Input.GetKey(KeyCode.LeftShift) && Input.GetKeyDown(KeyCode.G)) { foreach (Transform child in Initiative.currentUnit.mainHandSlot) { Destroy(child.gameObject); } foreach (Transform child in Initiative.currentUnit.offHandSlot) { Destroy(child.gameObject); } GreataxeData axe = new GreataxeData(); axe.SetData(Initiative.currentUnit.unitInfo, Slot.mainHand); axe.EquipItem(Initiative.currentUnit); BlankItemData blank = new BlankItemData(); blank.SetData(Initiative.currentUnit.unitInfo, Slot.offHand); } //Cheat for Mace if (Input.GetKey(KeyCode.LeftShift) && Input.GetKeyDown(KeyCode.M)) { foreach (Transform child in Initiative.currentUnit.mainHandSlot) { Destroy(child.gameObject); } MaceData mace = new MaceData(); mace.SetData(Initiative.currentUnit.unitInfo, Slot.mainHand); mace.EquipItem(Initiative.currentUnit); } //Cheat for Shortbow if (Input.GetKey(KeyCode.LeftShift) && Input.GetKeyDown(KeyCode.B)) { foreach (Transform child in Initiative.currentUnit.mainHandSlot) { Destroy(child.gameObject); } foreach (Transform child in Initiative.currentUnit.offHandSlot) { Destroy(child.gameObject); } ShortbowData bow = new ShortbowData(); bow.SetData(Initiative.currentUnit.unitInfo, Slot.offHand); bow.EquipItem(Initiative.currentUnit); } //Stat Cheats (button1) //Defence if (Input.GetKey(KeyCode.Alpha1) && Input.GetKeyDown(KeyCode.D)) { Initiative.currentUnit.unitInfo.currentDefence += 30; } //auto-crit - all attacks will now automatically score at least one crit. if (Input.GetKey(KeyCode.Alpha1) && Input.GetKeyDown(KeyCode.C)) { Debug.Log("autocrit enabled"); AttackManager.OnAttack += SetAutoCrit; } }