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; } }
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" ); }; }
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(); }