public static void Create() { HeadPiece asset = ScriptableObject.CreateInstance <HeadPiece> (); AssetDatabase.CreateAsset(asset, "Assets/Data/Items/HeadPieces/NewHelmet.asset"); AssetDatabase.SaveAssets(); EditorUtility.FocusProjectWindow(); Selection.activeObject = asset; }
// Start is called before the first frame update void Start() { myState = GAMESTATE.PAUSE; //create two monsters //monOne = new Monster(0, 10, "Bulbasaur", Type.Grass, Type.Grass, new int[]{45,49,49,65,65,45}); //monTwo = new Monster(1, 10, "Charmander", Type.Fire, Type.Fire, new int[]{39,52,43,60,50,65}); Gear gear = new HeadPiece(); hell = new FireHellhound(); hell.SetPlayerID(0); hellhoundGO = Instantiate(prefabMSM, enemySpawn1.position, Quaternion.identity); MonsterStatusManager myMSM = hellhoundGO.GetComponent <MonsterStatusManager>(); myMSM.myMonster = hell; vaga = new Vagabond(); vaga.SetPlayerID(1); vagaGO = Instantiate(prefabMSM, friendlySpawn1.position, Quaternion.identity); MonsterStatusManager vagaMSM = vagaGO.GetComponent <MonsterStatusManager>(); vagaMSM.myMonster = vaga; vaga.equipment[0] = gear; friendlyMonsters = new Monster[1] { vaga }; enemyMonsters = new Monster[1] { hell }; //test.Print(); team = new Monster[2] { hell, vaga }; //monOne.Print(); //monTwo.Print(); //friendlyTeam = new BattleData[1]{new BattleData(0)}; //enemyTeam = new BattleData[1]{new BattleData(1)}; //set defaults //test combat InitilizeCombatSW(); }