示例#1
0
    public void ApplyAbilities()
    {
        for (int i = 0; i < currentAbilities.Length; i++)
        {
            try
            {
                //Apply jump stats
                currentMaxJump += currentAbilities[i].Jump;

                //Add movement speed
                currentMoveSpeed += currentAbilities[i].Speed;

                //Add energy
                currentEnergyCapacity += currentAbilities[i].Energy;

                //Add damage
                currentDmg += currentAbilities[i].Damage;

                //Apply fire resistance
                if (!currentfireResist)
                {
                    currentfireResist = currentAbilities[i].FireResitant;
                }

                //Apply frost resistance
                if (!currentfrostResist)
                {
                    currentfrostResist = currentAbilities[i].FrostResitant;
                }


                //If we have a melee ability
                if (currentAbilities[i].abType == global::abilityType.melee)
                {
                    //Set melee damage function
                    meleeDmgEvent = CameraController.AddRayEvent("Enemy", MeleeDamage, 15);
                }
                //If we have a ranged ability
                if (currentAbilities[i].abType == global::abilityType.ranged)
                {
                    //Set melee damage function
                    rangeDmgEvent = CameraController.AddRayEvent("Enemy", RangedDamage, 150);
                }

                //If we have a movement ability
                if (currentAbilities[i].abType == global::abilityType.movement)
                {
                }
            }
            catch
            {
                Debug.Log("Missing some abilites in slots!");
            }
        }
    }
示例#2
0
    // Start is called before the first frame update
    void Start()
    {
        //ResetStats();

        Player = GameObject.FindGameObjectWithTag("Player");

        playerAnim = Player.GetComponentsInChildren <Animator>();

        rb = Player.GetComponent <Rigidbody>();

        rb.isKinematic = true;

        ResetStats();

        //ApplyAbilities();

        //CameraController.AddRayEvent("test", Test);
        DoorEvent = CameraController.AddRayEvent("doorButton", Door, 20);
        bananaint = CameraController.AddRayEvent("banana", Banana, 40);
    }