//// Start is called before the first frame update void Start() { relatedPlayer = Player.GetPlayerByIndex(relatedPlayerIndex); GameObject fighterIns = SpawFighter.GetFighterIns(relatedPlayer); if (fighterIns != null) { relatedAttrManager = fighterIns.GetComponent <FighterAttributesManager>(); } Transform myTrans = transform; if (HPUpdateStrip != null && HPUpdateStrip.gameObject.activeSelf) { HPUpdateStrip.fighterIns = fighterIns; relatedAttrManager.HPChangeEvent += HPUpdateStrip.OnChange; } if (MPUpdateStrip != null && MPUpdateStrip.gameObject.activeSelf) { MPUpdateStrip.fighterIns = fighterIns; relatedAttrManager.MPChangeEvent += MPUpdateStrip.OnChange; } if (SPUpdateStrip != null && SPUpdateStrip.gameObject.activeSelf) { SPUpdateStrip.fighterIns = fighterIns; relatedAttrManager.SPChangeEvent += SPUpdateStrip.OnChange; } }
//private void OnApplicationQuit() //{ // Debug.Log("Do OnApplicationQuit"); // int length = playerSelectedFightInfoPairs.Count; // Player[] players = new Player[length]; // playerSelectedFightInfoPairs.Keys.CopyTo(players, 0); // foreach (Player tempPlayer in players) // { // //PlayerInputInfo.SavePlayerInputConfig(tempPlayer); // Player.SavePlayerInputConfig(tempPlayer); // } //} public void SpawFighters() { int dicCount = playerSelectedFightInfoPairs.Count; Player[] keys = new Player[dicCount]; playerSelectedFightInfoPairs.Keys.CopyTo(keys, 0); FighterSpawInfo[] values = new FighterSpawInfo[dicCount]; playerSelectedFightInfoPairs.Values.CopyTo(values, 0); for (int i = 0; i < dicCount; i++) { Player thisPlayer = keys[i]; FighterSpawInfo thisFighterInfo = values[i]; Vector3 position = Vector3.right * (-3 + 6 * i); GameObject tempFighterGO = Instantiate(fighterPrefab, position, Quaternion.identity); tempFighterGO.name = thisFighterInfo.fighterName; FightInput input = tempFighterGO.GetComponent <FightInput>(); input.inputInfo = thisPlayer.playerInputInfo; SkillManager tempFighterSkillManager = tempFighterGO.GetComponent <SkillManager>(); tempFighterSkillManager.testSkillTypes = thisFighterInfo.skillTypeNames; FighterAttributesManager tempFighterAttrManager = tempFighterGO.GetComponent <FighterAttributesManager>(); tempFighterAttrManager.fighterAttr = thisFighterInfo.fighterAttr; playerFighterInsPairs.Add(thisPlayer, tempFighterGO); } }
public Status_Sprinting(GameObject rootGO, StatusManager statusManager, Animator anim) : base(rootGO, statusManager, anim) { rootTrans = rootGO.transform; coll = this.rootGO.GetComponent <Collider2D>(); layerSize = LayerMask.NameToLayer("Size"); statusName = "Sprinting"; attrManager = rootGO.GetComponent <FighterAttributesManager>(); localTimeScale = rootGO.GetComponent <TimeScale>(); }
public Skill(GameObject rootGO, SkillManager skillManager, Animator anim) { this.rootGO = rootGO; mySkillManager = skillManager; this.anim = anim; input = mySkillManager.fightInput; attrManager = this.rootGO.GetComponent <FighterAttributesManager>(); info = LoadSpawSkillInfo(); if (info != null) { orderKeyCodeIdxs = info.orderKeyCodeIdxs; influencePartGOs = FindGameObjects(info.influencedPartGameObjectNames); } }