示例#1
0
    // Use this for initialization
    void Start()
    {
        // Get ability hotkey
        GameObject player = GameObject.FindWithTag("Player");
        playerScript = player.GetComponent<PlayerScript>();
        abilityKey = playerScript.abilityKeys[abilityIndex].ToString();

        // Get ability icon
        abilitySlotScript = GetComponent<AbilitySlotScript>();
        ability = abilitySlotScript.abilityEquipped;		// Currently equipped ability
        abilityScript = ability.gameObject.GetComponent<AbilityScript>();
        abilityIcon = abilityScript.abilityIcon;
    }
示例#2
0
    void OnCollisionEnter(Collision other)
    {
        children = other.transform.parent.GetComponentsInChildren<Transform>();

        foreach ( Transform child in children){
            if(child.CompareTag("ability")){

                ability=child.GetComponent<AbilityScript>();

                switch(pack){
                    case packType.fire   : ability.GetComponent<PhotonView>().RPC("PowerType",PhotonTargets.All,1);
                                           break;
                    case packType.ice    : ability.GetComponent<PhotonView>().RPC("PowerType",PhotonTargets.All,2);
                                           break;
                    case packType.health : ability.GetComponent<PhotonView>().RPC("PowerType",PhotonTargets.All,3);
                                           break;
                    case packType.shield : ability.GetComponent<PhotonView>().RPC("PowerType",PhotonTargets.All,4);
                                           break;
                }
            }
        }
        myView.RPC("SelfDestroy",PhotonTargets.All);
    }
示例#3
0
 public void RemoveAbility(AbilityScript abs)
 {
     for(int i=0; i<abilityList.Count; i++){
         if(abilityList[i] != null){
             if(abilityList[i].GetComponent<AbilityScript>() != null){
                 if(abilityList[i].GetComponent<AbilityScript>() == abs){
                     abilityList[i] = null;
                     break;
                 }
             }
         }
     }
 }
示例#4
0
 // Maps the input to the correct projectile prefab array for charging up attack
 private void HandleFire()
 {
     for(int i=0; i<projectilePrefabsArray.Length; i++){
         if(Input.GetButton( "Ability" + (i+1) ) && (abilityInputLock == -1 || abilityInputLock == i) && pam.GetAbilityScript(i) != null){
             abilityInputLock = (short)i;	// Lock ability input
             castingAbility = pam.GetAbilityScript(i);
             ChargeTimeModifier = castingAbility.additionalChargeTime;
             HandleButtonDown(projectilePrefabsArray[i], i);
         }
     }
 }