public override void ApplyMomentoData(object obj) { if (obj != null) { GameObject go = (GameObject)obj; if (go != null) { ResourceDependentObject resourceComp = go.GetComponent <ResourceDependentObject>(); Backpack backPackComp = go.GetComponent <Player>().BackPack; PlayerSkills pSkills = go.GetComponent <Player>().PlayerSkills; if (resourceComp != null && backPackComp != null && pSkills != null) { resourceComp.MyResourceStore = mResourceStore; pSkills = mPlayerSkills; // Repopulate the inventory items. for (int i = 0; i < mBackPack.Count; i++) { backPackComp.Pouches[i].InventoryItems = mBackPack[i]; backPackComp.Pouches[i].Slots = mBackPack[i].Count; } base.ApplyMomentoData(resourceComp.gameObject); } } } }
public PlayerMomento() { mResourceStore = new List <ResourceStore>(); mBackPack = new List <List <InventoryItem> >(); mPrefabName = sPrefabName; mPlayerSkills = new PlayerSkills(); }
public override void UpdateMomentoData(object obj, string prefabName) { if (obj != null) { GameObject go = (GameObject)obj; if (go != null) { ResourceDependentObject resourceComp = go.GetComponent <ResourceDependentObject>(); Backpack backPackComp = go.GetComponent <Player>().BackPack; mPlayerSkills = go.GetComponent <Player>().PlayerSkills; if (resourceComp != null && backPackComp != null) { mResourceStore = resourceComp.MyResourceStore; // Copy over the inventory items. mBackPack = new List <List <InventoryItem> >(); for (int i = 0; i < backPackComp.Pouches.Count; i++) { mBackPack.Add(backPackComp.Pouches[i].InventoryItems); } base.UpdateMomentoData(go, prefabName); } } } }
public List <PlayerSkill> survivingSkills = new List <PlayerSkill>(); // Player surviving skills. This is the static reference used by all the other components. void Awake() { if (instance == null) { instance = this; } }
void UpdateSkillsResources() { skillsGroup.GetChild(0).GetChild(0).GetComponent <Text>().text = PlayerSkills.GetCurrentContractsTier().ToString(); skillsGroup.GetChild(0).GetChild(1).GetComponent <Text>().text = PlayerSkills.GetNextContractsUpgradeCostsAsString(); skillsGroup.GetChild(1).GetChild(0).GetComponent <Text>().text = PlayerSkills.GetCurrentCurrencyTier().ToString(); skillsGroup.GetChild(1).GetChild(1).GetComponent <Text>().text = PlayerSkills.GetNextCurrencyUpgradeCostsAsString(); skillsGroup.GetChild(2).GetChild(0).GetComponent <Text>().text = PlayerSkills.GetCurrentEfficiencyTier().ToString(); skillsGroup.GetChild(2).GetChild(1).GetComponent <Text>().text = PlayerSkills.GetNextEfficiencyUpgradeCostsAsString(); skillsGroup.GetChild(3).GetChild(0).GetComponent <Text>().text = PlayerSkills.GetCurrentEnergyTier().ToString(); skillsGroup.GetChild(3).GetChild(1).GetComponent <Text>().text = PlayerSkills.GetNextEnergyUpgradeCostsAsString(); skillsGroup.GetChild(4).GetChild(0).GetComponent <Text>().text = PlayerSkills.GetCurrentBuildingMaterialsTier().ToString(); skillsGroup.GetChild(4).GetChild(1).GetComponent <Text>().text = PlayerSkills.GetNextBuildingMaterialsUpgradeCostsAsString(); skillsGroup.GetChild(5).GetChild(0).GetComponent <Text>().text = PlayerSkills.GetCurrentToolPartsTier().ToString(); skillsGroup.GetChild(5).GetChild(1).GetComponent <Text>().text = PlayerSkills.GetNextToolPartsUpgradeCostsAsString(); skillsGroup.GetChild(6).GetChild(0).GetComponent <Text>().text = PlayerSkills.GetCurrentBookPagesTier().ToString(); skillsGroup.GetChild(6).GetChild(1).GetComponent <Text>().text = PlayerSkills.GetNextBookPagesUpgradeCostsAsString(); skillsGroup.GetChild(7).GetChild(0).GetComponent <Text>().text = PlayerSkills.GetCurrentLumberTreesTier().ToString(); skillsGroup.GetChild(7).GetChild(1).GetComponent <Text>().text = PlayerSkills.GetNextLumberTreesUpgradeCostsAsString(); skillsGroup.GetChild(8).GetChild(0).GetComponent <Text>().text = PlayerSkills.GetCurrentLumberLogsTier().ToString(); skillsGroup.GetChild(8).GetChild(1).GetComponent <Text>().text = PlayerSkills.GetNextLumberLogsUpgradeCostsAsString(); skillsGroup.GetChild(9).GetChild(0).GetComponent <Text>().text = PlayerSkills.GetCurrentLumberFirewoodTier().ToString(); skillsGroup.GetChild(9).GetChild(1).GetComponent <Text>().text = PlayerSkills.GetNextLumberFirewoodUpgradeCostsAsString(); }
private void PlayerSkills_OnExperienceChanged_Global(PlayerSkills skills, uint experience) { var player = GetUnturnedPlayer(skills.player) !; var @event = new UnturnedPlayerExperienceUpdatedEvent(player, experience); Emit(@event); }
private void OnEnable() { // Reload skills database SkillDatabase.LoadSkills(); skillNames = SkillDatabase.FindSkills(string.Empty); PlayerSkills playerSkills = target as PlayerSkills; List <string> invalidSkillNames = new List <string>(); if (playerSkills.skillNames == null) { playerSkills.skillNames = new string[0]; } foreach (string skillName in playerSkills.skillNames) { if (skillNames.Contains(skillName)) { skillNames.Remove(skillName); } else { invalidSkillNames.Add(skillName); } } List <string> newSkillNames = new List <string>(); newSkillNames.AddRange(playerSkills.skillNames); foreach (string invalidSkillName in invalidSkillNames) { newSkillNames.Remove(invalidSkillName); } playerSkills.skillNames = newSkillNames.ToArray(); }
void Update() { GameObject player = Player.player; if (!player) { return; } PlayerSkills skills = player.GetComponent <PlayerSkills>(); // instantiate/destroy enough slots UIUtils.BalancePrefabs(slotPrefab.gameObject, skills.buffs.Count, transform); // refresh all for (int i = 0; i < skills.buffs.Count; ++i) { UIBuffSlot slot = transform.GetChild(i).GetComponent <UIBuffSlot>(); // refresh slot.image.color = Color.white; slot.image.sprite = skills.buffs[i].image; slot.tooltip.text = skills.buffs[i].ToolTip(); slot.slider.maxValue = skills.buffs[i].buffTime; slot.slider.value = skills.buffs[i].BuffTimeRemaining(); } }
public static void AddContract(LumberContract toAdd) { if (activeContracts.Count < PlayerSkills.GetMaxActiveContractsValue()) { activeContracts.Add(toAdd); } }
private void Add() { if (IsSkillChecked) { if (SelectedSkill != null) { PlayerSkills.Add(new PlayerSkillViewModel(SelectedSkill, 0)); SkillPoints = SkillPoints - SelectedSkill.Cost; Skills.Remove(SelectedSkill); SelectedSkill = null; } } else { if (SelectedFeat != null) { PlayerFeats.Add(new PlayerFeatViewModel(SelectedFeat, 0)); FeatPoints = FeatPoints - SelectedFeat.Cost; Feats.Remove(SelectedFeat); SelectedFeat = null; } } Refresh(); }
// Use this for initialization void Start() { battleController = GameObject.FindGameObjectWithTag("BattleController").GetComponent <BattleController>(); playerSkills = GetComponent <PlayerSkills>(); currentSkills = new SkillDescriptor[battleController.playerCommandButtons.Count]; foreach (ActorCombatController actor in battleController.playerActors) { fingerPointers.Add(actor, GameObject.Instantiate(fingerPointerTemplate)); fingerPointers[actor].transform.position = actor.transform.Find("pointerLocation").position; Vector3 scaleInvert = fingerPointers[actor].transform.localScale; scaleInvert.x *= -1; fingerPointers[actor].transform.localScale = scaleInvert; } foreach (ActorCombatController actor in battleController.enemyActors) { fingerPointers.Add(actor, GameObject.Instantiate(fingerPointerTemplate)); fingerPointers[actor].transform.position = actor.transform.Find("pointerLocation").position; } foreach (ActorCombatController actor in fingerPointers.Keys) { fingerPointers[actor].SetActive(false); } }
void LoadBuffs(SqliteConnection connection, PlayerSkills skills) { // load buffs // note: no check if we have learned the skill for that buff // since buffs may come from other people too List <List <object> > table = ExecuteReader(connection, "SELECT name, level, buffTimeEnd FROM character_buffs WHERE character=@character", new SqliteParameter("@character", skills.name)); foreach (List <object> row in table) { string buffName = (string)row[0]; if (ScriptableSkill.dict.TryGetValue(buffName, out ScriptableSkill skillData)) { // make sure that 1 <= level <= maxlevel (in case we removed a skill // level etc) int level = Mathf.Clamp(Convert.ToInt32((long)row[1]), 1, skillData.maxLevel); Buff buff = new Buff((BuffSkill)skillData, level); // buffTimeEnd is based on Time.time, which will be // different when restarting a server, hence why we saved // them as just the remaining times. so let's convert them // back again. buff.buffTimeEnd = (float)row[2] + Time.time; skills.buffs.Add(buff); } else { Debug.LogWarning("LoadBuffs: skipped buff " + skillData.name + " for " + skills.name + " because it doesn't exist anymore. If it wasn't removed intentionally then make sure it's in the Resources folder."); } } }
void Awake() { GameObject player = GameObject.Find("player"); unlockedSkills = player.GetComponentInChildren <PlayerSkills>(); equippedSkills = player.GetComponentInChildren <EquippedSkills>(); }
void LoadBuffs(PlayerSkills skills) { // load buffs // note: no check if we have learned the skill for that buff // since buffs may come from other people too foreach (character_buffs row in connection.Query <character_buffs>("SELECT * FROM character_buffs WHERE character=?", skills.name)) { if (ScriptableSkill.All.TryGetValue(row.name.GetStableHashCode(), out ScriptableSkill skillData)) { // make sure that 1 <= level <= maxlevel (in case we removed a skill // level etc) int level = Mathf.Clamp(row.level, 1, skillData.maxLevel); Buff buff = new Buff((BuffSkill)skillData, level); // buffTimeEnd is based on NetworkTime.time, which will be // different when restarting a server, hence why we saved // them as just the remaining times. so let's convert them // back again. buff.buffTimeEnd = row.buffTimeEnd + NetworkTime.time; skills.buffs.Add(buff); } else { Debug.LogWarning("LoadBuffs: skipped buff " + row.name + " for " + skills.name + " because it doesn't exist anymore. If it wasn't removed intentionally then make sure it's in the Resources folder."); } } }
private void Remove() { if (IsSkillChecked) { if (SelectedPlayerSkill != null) { Skills.Add(SelectedPlayerSkill.Skill); SkillPoints = SkillPoints + SelectedPlayerSkill.Skill.Cost; PlayerSkills.Remove(SelectedPlayerSkill); SelectedPlayerSkill = null; } } else { if (SelectedPlayerFeat != null) { Feats.Add(SelectedPlayerFeat.Feat); FeatPoints = FeatPoints + SelectedPlayerFeat.Feat.Cost; PlayerFeats.Remove(SelectedPlayerFeat); SelectedPlayerFeat = null; } } Refresh(); }
void Update() { if (TimeManager.paused) { return; } maxEnergyValue = PlayerSkills.GetMaxEnergyValue(); currentEnergyValue = (float)PlayerEnergy.GetCurrentEnergyValue() / maxEnergyValue; energyRadial.fillAmount = currentEnergyValue; energyRadial.color = Color.Lerp(Color.red, Color.green, currentEnergyValue); energyText.text = (currentEnergyValue * maxEnergyValue).ToString(); if (!SceneManager.GetActiveScene().name.Equals("MainCabin")) { if (((Input.GetButton("ToolWheel") && !toolWheelIsOpen) || (Input.GetButtonUp("ToolWheel") && toolWheelIsOpen)) && !MenuManager.currentMenuManager.IsInMenu()) { ToggleToolWheel(); } } else { if (!toolsDisabledInside) { toolIconGroup.parent.transform.parent.gameObject.SetActive(false); toolsDisabledInside = true; } } DebugPanel.Log("Current Tool: ", "Player HUD", PlayerTools.GetCurrentlyEquippedToolIndex()); DebugPanel.Log("Current Tool (manager)", "Player HUD", ToolManager.GetCurrentToolIndex()); }
public void UnlockSkill(PlayerSkills skill) { int index = (int)skill; skillsUnlocked[index] = true; skillsEnabled[index] = CheckSkillEnabledOnUnlock(skill); }
// Use this for initialization protected override void Start() { // NAO CODIFICAR NESSA AREA. SOMENTE SE NECESSARIO base.Start(); // Codifique daqui para baixo; myCamera = Camera.main; base.CharacterType = ENUMERATORS.Character.CharacterTypeEnum.Player; // Initialize o controle de skills PlayerSkillSet = new PlayerSkills(); PlayerSkillSet.InitializePlayerSkills(this); CurrentGranade = null; _laserLineRenderer = GetComponent<LineRenderer>(); if (_laserLineRenderer != null) { _laserLineRenderer.enabled = true; _laserPoint = new GameObject(string.Concat(this.name, "LaserSpotLight"), typeof(Light)); _laserPoint.transform.SetParent(this.gameObject.transform); _laserPointLight = _laserPoint.GetComponent<Light>(); _laserPointLight.type = LightType.Spot; _laserPointLight.enabled = true; _laserPointLight.shadows = LightShadows.None; _laserPointLight.color = _laserLineRenderer.material.GetColor("_EmissionColor"); _laserPointLight.spotAngle = 20f; _laserPointLight.intensity = 4.5f; _laserPointLight.range = 1f; _laserPointLight.bounceIntensity = 0; } }
private void PlayerSkillsLoading() { Data_Base.Connection(); string sqlQuery = "SELECT stuff_abilities_temp.id, stuff_abilities_temp.type, stuff_abilities_temp.ability_name, " + "stuff_abilities_temp.cooldown, stuff_abilities_temp.duration, stuff_abilities_temp.description FROM stuff_abilities_temp"; sql_data = Data_Base.SQL_Query(sqlQuery); while (sql_data.Read()) { PlayerSkills Skill_data = new PlayerSkills(); sql_num = 0; Skill_data.id = sql_data.GetInt32(sql_num); sql_num++; Skill_data.type = sql_data.GetString(sql_num); sql_num++; Skill_data.ability_name = sql_data.GetString(sql_num); sql_num++; Skill_data.cooldown = sql_data.GetInt32(sql_num); sql_num++; Skill_data.duration = sql_data.GetInt32(sql_num); sql_num++; Skill_data.description = sql_data.GetString(sql_num); PlayerStats.skillData.Add(Skill_data); } sql_data.Close(); sql_data = null; End_loading(); }
static void Postfix(PlayerSkills __instance, uint __state) { if (__instance.experience != __state) { OnExperienceUpdated?.Invoke(__instance.player, __instance.experience); } }
public void OnHit() { if (invincible) { return; } // If there are no active skills, game over. if (activeSkills.Count <= 0) { Die(); } else { animator.SetTrigger("Hitted"); int randomSkillIndex = UnityEngine.Random.Range(0, activeSkills.Count); PlayerSkills skill = activeSkills[randomSkillIndex]; activeSkills.RemoveAt(randomSkillIndex); LoseSkill(skill); StartCoroutine(InvincibilityTimer()); } }
public void OnEnemyDeath(PlayerSkills mySkills) { int skillID = SkillExecutor.SkilIDFromHexString("00000439"); var skill = mySkills.GetSkillById(skillID); if (skill == null || skill.IsEmpty) { return; } float critDmgPc = skill.GetFloatInput("crit_dmg_pc"); float critDmgTime = skill.GetFloatInput("crit_dmg_time"); int stackCount = skill.GetIntInput("stack_count"); bool mastery = RollMastery(mySkills.nebulaObject); if (mastery) { critDmgTime *= 2; } int buffsCount = mySkills.bonuses.GetBuffCountWithTag(Common.BonusType.increase_crit_damage_on_pc, skillID); if (buffsCount < stackCount) { Buff newBuff = new Buff(Guid.NewGuid().ToString(), null, Common.BonusType.increase_crit_damage_on_pc, critDmgTime, critDmgPc); newBuff.SetTag(skillID); mySkills.bonuses.SetBuff(newBuff, mySkills.nebulaObject); } s_Log.InfoFormat("439.OnEnemyDeath()->critdmg% = {0}, critdmgtime={1}, stackcnt={2}, buffscnt={3}, bonustotal={4}".Color(LogColor.orange), critDmgPc, critDmgTime, stackCount, buffsCount, mySkills.bonuses.critDamagePcBonus); }
// Start is called before the first frame update void Start() { controller = GetComponent <CharacterController>(); skills = GetComponent <PlayerSkills>(); stats = GetComponent <PlayerStats>(); moveSpeed = stats.movementSpeed.GetCalculatedStatValue() / 10.0f; walkSpeed = moveSpeed / 10f * 5f; runSpeed = moveSpeed / 10f * 7f; //HP = stats.HP.GetCalculatedStatValue(); //strength = stats.strength.GetCalculatedStatValue(); //defense = stats.defense.GetCalculatedStatValue(); audioSource = GetComponent <AudioSource>(); //energySkill1 = skills.lightning; //energySkill2 = skills.warcry; //staminaSkill = skills.invisibility; LoadPlayerSaveData(); ApplyPlayerSelection(); anim = GetComponentInChildren <Animator>(); animEvent = GetComponentInChildren <PlayerAnimateEvent>(); sword = GetComponentInChildren <Sword>(); sword.Damage = 10; loaded = true; }
void Awake() { if (Instance) { Destroy(gameObject); } else { DontDestroyOnLoad(gameObject); Instance = this; } xp = 100; fireBallRange = new CharacterStat(30); //initial range = 15 fireBallCooldown = new CharacterStat(2); //initial cooldown = 2 seconds fireBallDamage = new CharacterStat(15); //inital damage of 20 fireBallProjectilesNumber = new CharacterStat(1); //only one projectile in the beginning chainRange = new CharacterStat(25); //initial range = 25 chainCooldown = new CharacterStat(2); //initial cooldown = 2 seconds chainDamage = new CharacterStat(10); //inital damage of 5 chainNumberBounces = new CharacterStat(2); //initial 2 bounces poisonRange = new CharacterStat(20); //initial range = 20 poisonCooldown = new CharacterStat(2); //initial cooldown = 2 seconds poisonDamage = new CharacterStat(10); //inital damage of 5 poisonTime = new CharacterStat(2); //initial time = 2 seconds fireBallNodes = new Dictionary <string, SkillTreeNode>(); chainNodes = new Dictionary <string, SkillTreeNode>(); poisonNodes = new Dictionary <string, SkillTreeNode>(); }
public void DmgCollision(float damage) { StatModifier collisionDmg = new StatModifier(damage, StatModType.Flat); health.AddModifier(collisionDmg); if (health.Value <= 0) { PlayerSkills ps = (PlayerSkills)player.GetComponent(typeof(PlayerSkills)); ps.GainXP(xp); if (boss != "") { Debug.Log("Pronto passaste, toma lá os ECTs..."); player.GetComponent <PlayerStats>().CompleteUC(boss); GameObject.Find("GameManager").GetComponent <GameManager>().BossResult("Won"); if (boss == "ALGE") { GameObject.Find("door9").GetComponent <AudioSource>().Stop(); } else if (boss == "FPRO") { GameObject.Find("door11").GetComponent <AudioSource>().Stop(); } GameObject.Find("Teleporter").GetComponent <Teleporter>().Leave(); } Destroy(gameObject); } }
private void Start() { cam = Camera.main; motor = GetComponent <PlayerMotor>(); combat = GetComponent <CharacterCombat>(); playerSkills = PlayerManager.instance.player.gameObject.GetComponentInParent <PlayerSkills>(); }
void Start() { animator = GetComponent <Animator>(); prevMouseX = Input.GetAxis("Mouse X"); speedMultiplier = 1f; wallClip = Camera.main.transform.parent.parent.GetComponent <ProtectCameraFromWallClip>(); lookCam = Camera.main.transform.parent.parent.GetComponent <FreeLookCam>(); targetInfoCanvas = TargetInfo.GetComponent <CanvasGroup>(); playerSkills = PlayerSkills.Current; DisableTargetInfo(); TalkIndicator.SetActive(false); EnableHud(); DisableConversationUI(); IsNotBusy = true; playerCharController = GetComponent <CharacterController>(); AttackAudio.volume = 0; }
// Use this for initialization protected virtual void Start() { playerSkills = GetComponent <PlayerSkills>(); battleManager = BattleManager.instance; battleManager.onTurnChange += onTurnChange; uiManager = UIManager.instance; animator = GetComponentInChildren <Animator>(); }
internal static void InternalOnExperienceChanged(PlayerSkills skills, uint oldExperience) { BasePlayerEvents instance = skills.GetComponent <BasePlayerEvents>(); BasePlayer rp = skills.player.ToBasePlayer(); OnPlayerUpdateExperience.TryInvoke(rp, skills.experience); instance.OnUpdateExperience.TryInvoke(rp, skills.experience); }
void OnPlayerGainSkill(PlayerSkills skillGained) { if (skill != skillGained) { return; } image.sprite = activeSprite; }
void OnPlayerLoseSkill(PlayerSkills skillLost) { if (skill != skillLost) { return; } image.sprite = inactiveSprite; }
void Start() { _skillselect = skillupdate.GetComponent<PlayerSkills> (); img = gameObject.GetComponent<Image>(); if(btn == null) btn = gameObject.GetComponent<UnityEngine.UI.Button>(); if (disableOnStart) { leftTime = 0f; img.fillAmount = 1f; } }
// Use this for initialization void Start() { INVULNERABLE = false; switch (PlayerPrefs.GetString("Difficulty")) { case "Easy": WaveSystem.GameDifficulty = Difficulty.Easy; break; case "Normal": WaveSystem.GameDifficulty = Difficulty.Normal; break; case "Hard": WaveSystem.GameDifficulty = Difficulty.Hard; break; default: WaveSystem.GameDifficulty = Difficulty.Easy; break; } anim = GetComponent<Animator>(); currentAtkState = anim.GetCurrentAnimatorStateInfo (player_StateAttackLayer); inputHandler = new InputHandler(); IsAuraActive = false; //LevelSystem = new LevelSystem(); //Skills = LevelSystem.GetPlayerSkills(); //Skills.AddSkillPoint(); Skills = new PlayerSkills (Equipment, audio, Accept, Reject); Skills.AddSkillPoints (WaveSystem.GameDifficulty); //get the proper amount of lives Lives = WaveSystem.LivesPerDifficulty[(int)WaveSystem.GameDifficulty]; renderer.material.color = Color.red; knockback = new Vector3(); Mass = 10f; Score = 0; Physics.IgnoreLayerCollision (9, 9); PlayerAnimation.animation["attack"].speed = 2.5f; }
// Use this for initialization void Start() { playerSkills = GetComponent<PlayerSkills>(); }
// Use this for initialization void Start() { ausou = GetComponent<AudioSource>(); lastTime = -1000f; playerSkills = transform.parent.GetComponent<PlayerSkills> (); }
// Use this for initialization void Start() { _skillselect = skillbringin.GetComponent<PlayerSkills> (); }
// Use this for initialization void Start() { aura = GameObject.FindGameObjectWithTag("PlayerAura").GetComponent<PlayerSkills>(); }
// Use this for initialization void Start() { panel = transform.GetChild (0); upgradeButton = transform.GetChild (1); skill = GameObject.FindGameObjectWithTag ("Skill").GetComponent<PlayerSkills> (); player = GameObject.FindGameObjectWithTag ("Player").GetComponent<Player> (); skillBar = GameObject.FindGameObjectWithTag ("SkillBar").transform; tooltip = GameObject.FindGameObjectWithTag ("Tooltip").transform.GetChild(0).transform; tooltipTitle = tooltip.GetChild (0).GetChild (0).GetComponent<Text>(); tooltipDesc = tooltip.GetChild (1).GetChild (0).GetComponent<Text>(); Skill1Col1 = skill.transform.GetChild (0).GetComponent<Skill>(); Skill1Col2 = skill.transform.GetChild (1).GetComponent<Skill>(); Skill1Col3 = skill.transform.GetChild (2).GetComponent<Skill>(); Skill2Col1 = skill.transform.GetChild (3).GetComponent<Skill>(); Skill2Col2 = skill.transform.GetChild (4).GetComponent<Skill>(); Skill2Col3 = skill.transform.GetChild (5).GetComponent<Skill>(); Skill3Col1 = skill.transform.GetChild (6).GetComponent<Skill>(); //Skill3Col2 = skill.transform.GetChild (7).GetComponent<Skill>(); Skill3Col3 = skill.transform.GetChild (8).GetComponent<Skill>(); skillQ = skillBar.GetChild (0).GetComponent<Image>(); skillW = skillBar.GetChild (1).GetComponent<Image>(); skillE = skillBar.GetChild (2).GetComponent<Image>(); skillR = skillBar.GetChild (3).GetComponent<Image>(); skillRightMouse = skillBar.GetChild (4).GetComponent<Image>(); lvl1Col1 = panel.GetChild (1).GetChild(0).GetChild (1).GetChild (0).GetComponent<Text> (); lvl1Col2 = panel.GetChild (1).GetChild(0).GetChild (1).GetChild (1).GetComponent<Text> (); lvl1Col3 = panel.GetChild (1).GetChild(0).GetChild (1).GetChild (2).GetComponent<Text> (); lvl2Col1 = panel.GetChild (1).GetChild(2).GetChild (1).GetChild (0).GetComponent<Text> (); lvl2Col2 = panel.GetChild (1).GetChild(2).GetChild (1).GetChild (1).GetComponent<Text> (); lvl2Col3 = panel.GetChild (1).GetChild(2).GetChild (1).GetChild (2).GetComponent<Text> (); lvl3Col1 = panel.GetChild (1).GetChild(4).GetChild (1).GetChild (0).GetComponent<Text> (); lvl3Col2 = panel.GetChild (1).GetChild(4).GetChild (1).GetChild (1).GetComponent<Text> (); lvl3Col3 = panel.GetChild (1).GetChild(4).GetChild (1).GetChild (2).GetComponent<Text> (); img1Col1 = panel.GetChild (1).GetChild(0).GetChild (0).GetChild (0).GetComponent<Image> (); img1Col2 = panel.GetChild (1).GetChild(0).GetChild (0).GetChild (1).GetComponent<Image> (); img1Col3 = panel.GetChild (1).GetChild(0).GetChild (0).GetChild (2).GetComponent<Image> (); img2Col1 = panel.GetChild (1).GetChild(2).GetChild (0).GetChild (0).GetComponent<Image> (); img2Col2 = panel.GetChild (1).GetChild(2).GetChild (0).GetChild (1).GetComponent<Image> (); img2Col3 = panel.GetChild (1).GetChild(2).GetChild (0).GetChild (2).GetComponent<Image> (); img3Col1 = panel.GetChild (1).GetChild(4).GetChild (0).GetChild (0).GetComponent<Image> (); img3Col2 = panel.GetChild (1).GetChild(4).GetChild (0).GetChild (1).GetComponent<Image> (); img3Col3 = panel.GetChild (1).GetChild(4).GetChild (0).GetChild (2).GetComponent<Image> (); freePoints = panel.GetChild (2).GetChild (1).GetComponent<Text> (); UpdateSkills (); StartCoroutine (UpdatePoints ()); }
void Awake() { skills = GetComponent<PlayerSkills>(); skillInUse = false; }
// Use this for initialization void Start() { _skillselect = skillupdate.GetComponent<PlayerSkills> (); }
void Start() { agent = GetComponent<NavMeshAgent> (); animator = GetComponent<Animator> (); target_enemy = null; target_equip = null; equipped = null; ui_maya = GameObject.FindGameObjectWithTag ("Maya UI").GetComponent<UIMaya> (); ui_enemy = GameObject.FindGameObjectWithTag ("Enemy UI").GetComponent<UIEnemy> (); weapon_holder = GameObject.FindGameObjectWithTag ("WeaponHolder").transform; ui_enemy.Enable (false); StartCoroutine (UIUpdate ()); StartCoroutine (RegenHP ()); StartCoroutine (RegenMana ()); skills = GameObject.FindGameObjectWithTag ("Skill").GetComponent<PlayerSkills> (); life_steal = skills.transform.GetChild (4); level_up_particles = transform.GetChild (7).GetComponent<ParticleSystem> ();; }