private void Start() { if (!abilitySlots) { abilitySlots = transform.parent.gameObject.GetComponent <AbilitySlots>(); } }
private void Start() { // Start target container position as current target container position containerTargetPosition = buttonContainer.GetComponent <RectTransform>().anchoredPosition; // Find the player's ability slots abilitySlots = GameObject.FindGameObjectWithTag("Player").GetComponent <AbilitySlots>(); // Initialize ability points and AP bar currentAbilityPoints = maxAbilityPoints; APBar.maxValue = maxAbilityPoints; APBar.value = currentAbilityPoints; // Initial set up of ability buttons for (int i = 0; i < possibleAbilities.Count; i++) { // Ignore posiible abilities if they are not set if (possibleAbilities[i] == null) { continue; } // There are still buttons to be activated if (i < abilityButtons.Count) { SetUpAbilityButton(i, possibleAbilities[i]); } // There are more abilities than buttons else { AddNewAbilityButton(); SetUpAbilityButton(i, possibleAbilities[i]); } } }