public void SetTraits() { if (traitDescriptions == null) { Init(); } foreach (TraitDescription t in traitDescriptions) { Destroy(t.gameObject); } classTrait.SetTrait(currentCharacter.traits[0]); for (int i = 1; i < currentCharacter.traits.Count; ++i) { TraitDescription t = Instantiate <TraitDescription>(traitPrefab, traitParent.transform); t.SetTrait(currentCharacter.traits[i]); traitDescriptions.Add(t); } }
public void SetCharacter(Character character) { currentCharacter = character; characterName.text = character.characterName; characterPortrait.sprite = SpriteLibrary.GetPortrait(character.characterClass.className); className.text = character.characterClass.className; classDescription.text = character.characterClass.description; for (int i = 0; i < classAbilities.Length; ++i) { classAbilities[i].SetAbility(character.characterClass.classAbilities[i], false); } classTrait.SetTrait(EffectLibrary.GetTraits(character.characterClass.className)); for (int i = 0; i < weaponToggles.Length; ++i) { weaponToggles[i].SetWeaponText(character.weapons[i]); } SelectWeapon(character.weapons[0]); weaponDescription.text = character.weapons[0].description; UpdateLayout(); //UpdateLayout(); }