public void Initialize() { NumericBox.Initialize(); ActionPointManager.Initialize(); CurrentHealth.SetMaxValue(NumericBox.HealthPoint_I.Value); CurrentHealth.Reset(); }
public void Initialize() { NumericBox.Initialize(); ActionPointManager.Initialize(); AddComponent <ConditionEventManagerComponent>(); CurrentHealth.SetMaxValue(NumericBox.HealthPoint_I.Value); CurrentHealth.Reset(); }
public override void Awake() { AddComponent <CombatAttributeComponent>(); AddComponent <ActionPointManagerComponent>(); AddComponent <ConditionManagerComponent>(); CurrentHealth.SetMaxValue((int)AttributeComponent.HealthPoint.Value); CurrentHealth.Reset(); }
public override void Awake() { AddComponent <AttributeManageComponent>(); AddComponent <ActionPointManageComponent>(); AddComponent <ConditionManageComponent>(); CurrentHealth.SetMaxValue((int)AttributeComponent.HealthPoint.Value); CurrentHealth.Reset(); CombatContext = (CombatContext)Global.GetTypeChildren <CombatContext>()[0]; }
public override void Awake() { AddComponent <AttributeComponent>(); AddComponent <ActionPointManageComponent>(); AddComponent <ConditionManageComponent>(); //AddComponent<MotionComponent>(); CurrentHealth.SetMaxValue((int)GetComponent <AttributeComponent>().HealthPoint.Value); CurrentHealth.Reset(); AttackAbility = Entity.CreateWithParent <AttackAbility>(this); }
public override void Awake() { AddComponent <AttributeComponent>(); AddComponent <ActionPointManageComponent>(); AddComponent <ConditionManageComponent>(); //AddComponent<MotionComponent>(); CurrentHealth.SetMaxValue((int)GetComponent <AttributeComponent>().HealthPoint.Value); CurrentHealth.Reset(); SpellActionAbility = AttachActionAbility <SpellActionAbility>(); MotionActionAbility = AttachActionAbility <MotionActionAbility>(); DamageActionAbility = AttachActionAbility <DamageActionAbility>(); CureActionAbility = AttachActionAbility <CureActionAbility>(); AttackActionAbility = AttachActionAbility <AttackActionAbility>(); AssignEffectActionAbility = AttachActionAbility <AssignEffectActionAbility>(); TurnActionAbility = AttachActionAbility <TurnActionAbility>(); JumpToActionAbility = AttachActionAbility <JumpToActionAbility>(); AttackAbility = CreateChild <AttackAbility>(); }