void Awake() { skillUI = gameObject.AddComponent <DisplaySkillStatus>();//new DisplaySkillStatus(); skillUI.Init(); // basicAttack = (GameObject)Resources.Load("Fireball"); /* * // Use getaxis instead of keycode * keyCodes[0] = KeyCode.Space; * keyCodes[1] = KeyCode.LeftShift; * keyCodes[2] = KeyCode.E; * * skills[0] = SkillAssigner.AssignSkill(gameObject, SkillAssigner.SkillNames.SKILLMINE); * skills[1] = SkillAssigner.AssignSkill(gameObject, SkillAssigner.SkillNames.SKILLHASTE); * skills[2] = SkillAssigner.AssignSkill(gameObject, SkillAssigner.SkillNames.SKILLMIST); * skills[3] = SkillAssigner.AssignSkill(gameObject, SkillAssigner.SkillNames.SHIELD);*/ key2skill.Add(KeyCode.Space, equippedSkills[0] = SkillAssigner.AssignSkill(gameObject, SkillAssigner.SkillNames.SKILLMINE)); key2skill.Add(KeyCode.LeftShift, equippedSkills[1] = SkillAssigner.AssignSkill(gameObject, SkillAssigner.SkillNames.SKILLHASTE)); //key2skill.Add(KeyCode.E, equippedSkills[2] = SkillAssigner.AssignSkill(gameObject, SkillAssigner.SkillNames.SKILLMIST)); key2skill.Add(KeyCode.E, equippedSkills[2] = SkillAssigner.AssignSkill(gameObject, SkillAssigner.SkillNames.TIMESLOW)); equippedSkills[3] = SkillAssigner.AssignSkill(gameObject, SkillAssigner.SkillNames.SHIELD); skillUI.EquipSkill(key2skill); basicAttackSkill = SkillAssigner.AssignSkill(gameObject, SkillAssigner.SkillNames.TESTFIREBALL); }
private void SwapSkill(KeyCode key, SkillAssigner.SkillNames skill) { if (key2skill.ContainsKey(key)) { key2skill[key] = SkillAssigner.AssignSkill(gameObject, skill); } skillUI.EquipSkill(key2skill); }
public void LoadPlayers(SkillProperties[] playerSkills, Stats[] playerStats) { GameObject playerObject = (GameObject)Resources.Load("Player"); player = new PlayableChar[playerSkills.Length / 7]; for (int i = 0; i < player.Length; i++) { GameObject playerObjectClone = Instantiate(playerObject, new Vector3(0f, 0f), transform.rotation); player[i] = playerObjectClone.GetComponent <PlayableChar>(); player[i].SetPlayerState(2); // For init purposes. This is required // Assign stats for (int j = 0; j < playerStats[i].maxCharStats.Length; j++) { player[i].SetMaxStat(j, playerStats[i].maxCharStats[j]); } // Equip block skills for (int j = i * playerSkills.Length / player.Length; j < playerSkills.Length / (player.Length - i); j++) { if (j % 7 < 4) { player[i].EquipBlockSkill(j % 7, SkillAssigner.AssignSkill(playerObjectClone, playerSkills[j].name)); } else { player[i].EquipActiveSkill(j % 7 - 4, SkillAssigner.AssignActiveSkill(playerObjectClone, playerSkills[j].name)); } } } // Assumption that Frea is player[0]. Need another way to address this player[0].GetControl().SetMaxJumps(2); /* * * REMOVE * */ player[0].gameObject.GetComponent <SpriteRenderer>().sprite = Resources.Load("CharacterSprites/Sprite_scarecrow", typeof(Sprite)) as Sprite; }