public void changeAlignment() { alignIndex++; if (alignIndex >= 3) { alignIndex = 0; } if (alignIndex == 0) { alignment = ALIGNMENT.ORIGINAL; } else if (alignIndex == 1) { alignment = ALIGNMENT.TRANSFORMED; } else if (alignIndex == 2) { alignment = ALIGNMENT.DRAWING; } }
private void SetAlignment(ALIGNMENT value) { alignment = value; }
DungeonCharacter SpawnCharInMap(Character c, ALIGNMENT a, Tile p) { GameObject dco = Instantiate(Resources.Load("dungeonEntity"), p.worldPos, Quaternion.identity) as GameObject; DungeonCharacter dc = dco.AddComponent("DungeonCharacter") as DungeonCharacter; dco.name = c.charName; dc.Initialize(c, a, this); dc.entity.MoveTo(p); triggers.Add(dc); stateables.Add(dc); stateables.Add(dc.entity); return dc; }
public void Initialize(Character c, ALIGNMENT a, MapState ms) { character = c; mState = ms; alignment = a; actions = new List<Executable>(); health = c.maxHealth; mana = c.maxMana; entity = transform.GetComponent<DungeonEntity>(); states = new List<CharacterState>(); GameObject healthBarObj = UnityEngine.Object.Instantiate(Resources.Load("healthbar"), transform.position, Quaternion.identity) as GameObject; healthBarObj.transform.parent = transform; healthBar = healthBarObj.transform.GetComponent<HealthBar>(); healthBar.dchar = this; healthBar.mState = mState; }