// data this model uses //private ProtoCharacterData m_data; //public ProtoCharacterData GetData() { // return m_data; //} ////////////////////////////////////////// /// Awake() ////////////////////////////////////////// void Awake() { // init data asap if (Name == "Goblin") { ProtoCharacterData data = IDL_ProtoCharacters.GetCharacter(Name); // set various things SetProperty("HP", data.HP); SetProperty("Abilities", data.Abilities); SetProperty("Name", data.Name); } else { // load the player's data PlayerData data = PlayerLoader.LoadPlayer(); SetProperty("HP", data.GetMaxHP()); SetProperty("Name", data.Name); SetProperty("Abilities", data.GetAbilities()); } SetProperty("Effects", new Dictionary <string, Effect>()); // listen for messages ListenForMessages(true); }
////////////////////////////////////////// /// SetUpCharacters() ////////////////////////////////////////// private void SetUpCharacters() { // set the player and monster views ProtoCharacterData charPlayer = IDL_ProtoCharacters.GetCharacter("Finthis"); CharacterView viewPlayer = GetViewFromType(CharacterTypes.Player); viewPlayer.Init(charPlayer); ProtoCharacterData charMonster = IDL_ProtoCharacters.GetCharacter("Goblin"); CharacterView viewMonster = GetViewFromType(CharacterTypes.AI); viewMonster.Init(charMonster); // add the data to our list m_listData.Add(charPlayer); m_listData.Add(charMonster); }
////////////////////////////////////////// /// SetUpCharacters() ////////////////////////////////////////// private void SetUpCharacters() { // set the player and monster views // TODO: Load from player data! ProtoCharacterData charPlayer = IDL_ProtoCharacters.GetCharacter("Finthis"); CharacterView viewPlayer = GetViewFromType(CharacterTypes.Player); viewPlayer.Init(charPlayer); ProtoCharacterData charMonster = IDL_ProtoCharacters.GetCharacter("Goblin"); CharacterView viewMonster = GetViewFromType(CharacterTypes.AI); viewMonster.Init(charMonster); // add the data to our list m_listData.Add(charPlayer); m_listData.Add(charMonster); // let the game know characters have been set up Messenger.Broadcast("CharactersSetUp"); }