private void SelectShield(Items.ShieldData shieldData, GameObject player) { switch (shieldData.ShieldType) { case ShieldType.AbsorbShield: player.AddComponent <AbsorbShield>(); break; case ShieldType.ReflectShield: player.AddComponent <ReflectShield>(); break; case ShieldType.HealShield: player.AddComponent <HealShield>(); break; case ShieldType.BoostShield: player.AddComponent <BoostShield>(); break; default: break; } var shieldComp = player.GetComponent <Shield>(); shieldComp.MaxEnergy = shieldData.Energy; shieldComp.ShieldPrefab = shieldData.ShieldPrefab; }
private static ShieldData GenerateShield() { ShieldData shield = new ShieldData(); ShieldType shieldType = (ShieldType)Random.Range(0, 4); shield.ShieldType = shieldType; switch (shieldType) { case ShieldType.AbsorbShield: shield.Name = "ABSORBING SHIELD"; shield.ShieldPrefab = LoadItemPrefab("Shields/AbsorbShield"); break; case ShieldType.ReflectShield: shield.Name = "REFLECTIVE SHIELD"; shield.ShieldPrefab = LoadItemPrefab("Shields/ReflectShield"); break; case ShieldType.HealShield: shield.Name = "HEALING SHIELD"; shield.ShieldPrefab = LoadItemPrefab("Shields/HealShield"); break; case ShieldType.BoostShield: shield.Name = "SPEED SHIELD"; shield.ShieldPrefab = LoadItemPrefab("Shields/BoostShield"); break; } shield.Energy = Random.Range(100, 250); return(shield); }
public void ChangeEquipedShieldText(Items.ShieldData shieldData) { if (shieldData == null) { return; } maxEneryText.text = shieldData.Energy.ToString(); shieldNameText.text = shieldData.Name; }
public static ShieldData DefaultShield() { ShieldData shield = new ShieldData(); shield.ShieldType = ShieldType.AbsorbShield; shield.Energy = 100; shield.Name = "ABSORBING SHIELD"; shield.ShieldPrefab = LoadItemPrefab("Shields/AbsorbShield"); return(shield); }