private void OnEndInteract(Character_Base character, bool success) { CharacterState_Base CState = character.GetComponent <CharacterState_Base>(); if (success) { foreach (ChangeStateValueInfo info in SuccessChangeValues) { switch (info.valueType) { case StateValueType.Stamina: CState.AIStamina += info.amount; break; } } } else { foreach (ChangeStateValueInfo info in FailChangeValues) { switch (info.valueType) { case StateValueType.Stamina: CState.AIStamina += info.amount; break; } } } }
private void SetUp() { if (animator == null) { animator = GetComponentInChildren <Animator>(); } rb = GetComponent <Rigidbody>(); if (equipmentManager == null) { equipmentManager = GetComponent <EquipmentManager>(); } CState = GetComponent <CharacterState_Base>(); CState.DeathEvent += OnDeath; LastMoveDirection = transform.forward; SetMoveMode(MoveMode.walk); GameObject g = Instantiate(UIPrefab); g.GetComponent <UI_UnitBar>().SetOwner(this, CState); }
public void PossessCharacter(GameObject target) { character = target.GetComponent <Character_Base>(); state = target.GetComponent <CharacterState_Base>(); }
public void SetOwner(Character_Base c, CharacterState_Base cState) { character = c; attributes = cState; }