private void Awake() { playerCheckpointPrefab = Resources.Load <GameObject>("Prefabs/blackDotPrefab"); gameManager = GameObject.Find("GameManager").GetComponent <GameManager>(); particlePrefab = Resources.Load <GameObject>("Prefabs/Smoke"); handler = gameManager.gameObject.GetComponent <WorldPlayerActionHandler>(); }
public void Init(List <Ability> abilities, WorldPlayerActionHandler handle) { handler = handle; this.abilities = abilities; if (handle.playerAbilities.cooldown == 0.0f) { for (int i = 0; i < elementCount; ++i) { if (i > abilities.Count - 1) { elements[i].setAbility(handler.skillIcons["None"], false, null); } else { var sprite = handler.skillIcons[abilities[i].name]; elements[i].setAbility(handler.skillIcons[abilities[i].name], true, abilities[i]); } } updateProgress = false; transform.GetChild(2).GetChild(0).GetComponent <Image>().fillAmount = 0.0f; } else { for (int i = 0; i < elementCount; ++i) { if (i > abilities.Count - 1) { elements[i].setAbility(handler.skillIcons["None"], false, null); } else { var sprite = handler.skillIcons[abilities[i].name]; elements[i].setAbility(handler.skillIcons[abilities[i].name], false, abilities[i]); } } transform.GetChild(2).GetChild(0).GetComponent <Image>().fillAmount = 1.0f - handler.playerAbilities.cooldown / handler.playerAbilities.cooldownTime; updateProgress = true; } }