示例#1
0
        public void rollRandomClass()
        {
            var randomIndex = UnityEngine.Random.Range(0, Enum.GetNames(typeof(PlayerBaseClasses)).Length);

            playerClass = (PlayerBaseClasses)randomIndex;

            switch (playerClass)
            {
            case PlayerBaseClasses.Fighter:
                classModifiers = this.gameObject.AddComponent <Fighter> ();
                break;

            case PlayerBaseClasses.MagicUser:
                classModifiers = this.gameObject.AddComponent <MagicUser> ();
                break;

            case PlayerBaseClasses.Cleric:
                classModifiers = this.gameObject.AddComponent <Cleric> ();
                break;

            case PlayerBaseClasses.Thief:
                classModifiers = this.gameObject.AddComponent <Thief> ();
                break;

            default:
                break;
            }
        }
示例#2
0
 void Start()
 {
     player     = PlayerBaseClass.current;
     rb         = player.manualRigidBody;
     DashStart += () =>
     {
         dashHandler.active = true;
         //GetComponent<Collider2D>().enabled = false;
         gameObject.layer = LayerMask.NameToLayer("PlayerDashing");
     };
     DashEnd += () =>
     {
         dashHandler.active = false;
         //GetComponent<Collider2D>().enabled = true;
         gameObject.layer = LayerMask.NameToLayer("Player");
         ;
     };
     FixedStart += () =>
     {
         //Debug.Log( "Get yooted" );
     };
     FixedEnd += () =>
     {
         //Debug.Log( "Get yooted" );
     };
 }
示例#3
0
 void Start()
 {
     player = PlayerBaseClass.current;
     GameController.curr.Tick += Tick;
     SwingTrigger             += () =>
     {
         //Debug.Log( "SwingTrigger" );
     };
     SwingRecover += () =>
     {
         //Debug.Log( "SwingRecover" );
     };
     SwingStart += () =>
     {
         //Debug.Log( "SwingStart" );
     };
     SwingEnd += () =>
     {
         //Debug.Log( "SwingEnd" );
     };
     OnSheathe += () =>
     {
         if (debugSheathe)
         {
             Debug.Log("Sheathed");
         }
         swordSheathed       = true;
         meleeSprite.enabled = false;
     };
     OnUnsheathe += () =>
     {
         if (debugSheathe)
         {
             Debug.Log("Unsheathed");
         }
         swordSheathed       = false;
         meleeSprite.enabled = true;
     };
     OnSheathe();
 }
 public MultipleDataContexts()
 {
     PlayerOne = new PlayerBaseClass();
     PlayerTwo = new PlayerBaseClass();
 }