示例#1
0
 public void Initialize()
 {
     NumericBox.Initialize();
     ActionPointManager.Initialize();
     CurrentHealth.SetMaxValue(NumericBox.HealthPoint_I.Value);
     CurrentHealth.Reset();
 }
示例#2
0
 public void Initialize()
 {
     NumericBox.Initialize();
     ActionPointManager.Initialize();
     AddComponent <ConditionEventManagerComponent>();
     CurrentHealth.SetMaxValue(NumericBox.HealthPoint_I.Value);
     CurrentHealth.Reset();
 }
示例#3
0
 public override void Awake()
 {
     AddComponent <CombatAttributeComponent>();
     AddComponent <ActionPointManagerComponent>();
     AddComponent <ConditionManagerComponent>();
     CurrentHealth.SetMaxValue((int)AttributeComponent.HealthPoint.Value);
     CurrentHealth.Reset();
 }
示例#4
0
 public override void Awake()
 {
     AddComponent <AttributeManageComponent>();
     AddComponent <ActionPointManageComponent>();
     AddComponent <ConditionManageComponent>();
     CurrentHealth.SetMaxValue((int)AttributeComponent.HealthPoint.Value);
     CurrentHealth.Reset();
     CombatContext = (CombatContext)Global.GetTypeChildren <CombatContext>()[0];
 }
示例#5
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);
 }
示例#6
0
 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>();
 }