private void Awake() { animator = GetComponent <Animator>(); physicsBody = GetComponent <Rigidbody2D>(); skillManager = new SkillManager(this); skillManager.AddSkill("Flap"); skillManager.AddSkill("Brake"); speed = 2f; }
public IEnumerator Start() { Responsible.JobFinished = false; Responsible.TargetInRange = false; if (Target) { Responsible.Target = Target.gameObject; } Responsible.StartCoroutine(Coroutine); if (!Responsible.Inventory.InInventory(Target.gameObject)) { yield return(new WaitUntil(() => Responsible.TargetInRange)); } if (Target == null || Target.InUse <= 0 || !Target.Methods.Contains(Method)) { Debug.Log("Target is already in use!"); Stop(true); yield break; } _started = true; Debug.Log("Reached to the target now I'm gonna start doing my job!"); Target.InUse--; SkillManager.AddSkill(Responsible, SkillFactory.GetSkill(SkillType)); EffectManager.Apply(Responsible, Effects); }
void Start() { SkillIMG = Resources.Load <Sprite>("Textures/Red"); manager = GetComponent <SkillManager>(); key = manager.AddSkill(AbilityIMG); rend = GetComponent <Renderer>(); origin = rend.material.color; Delay = Cooldown; }
void Update() { //退出游戏键 if (Input.GetKeyDown(KeyCode.Escape)) { Application.Quit(); } if (Input.GetKeyDown(KeyCode.G)) { //SoundManager.instance.PlaySound("Combat02"); //TravelManager.instance.EnterTravelMode(); //LocalizationMgr.instance.ChangeToLanguage(Language.English); Time.timeScale = 2f; } if (Input.GetKeyDown(KeyCode.H)) { SoundManager.instance.StopCategory(SoundCategory.Music); //LocalizationMgr.instance.ChangeToLanguage(Language.Chinese_Simplified); } if (Input.GetKeyDown(KeyCode.V)) { //SoundManager.instance.PlaySound("PickUp"); //SkillManager.AddSkill(testHeroes[0], "Magic_Air", 3); //MagicBookMgr.instance.SetMagics(testHeroes[0]); //MagicBookMgr.instance.ShowMagics(MagicSchool.All, MagicType.Battle); BattleResultMgr.instance.ShowResultUI(0); } if (Input.GetKeyDown(KeyCode.B)) { //SoundManager.instance.StopPlay("PickUp"); //MagicBookMgr.instance.ShowMagics(MagicSchool.All, MagicType.All, 1); //MagicBookMgr.instance.Show(); //BattleResultMgr.instance.ShowResultUI(1); //Resources.LoadAll<Sprite>("Textures"); } if (Input.GetKeyDown(KeyCode.N)) { Hero hero = GameManager.instance.players[0].heroes[0]; SkillManager.AddSkill(hero, "Sorcery", 1); SkillManager.AddSkill(hero, "Wisdom", 2); SkillManager.AddSkill(hero, "Magic_Air", 2); SkillManager.AddSkill(hero, "Magic_Fire", 2); SkillManager.AddSkill(hero, "Magic_Water", 2); SkillManager.AddSkill(hero, "Magic_Earth", 2); //SkillManager.AddSkill(testHeroes[0], "Magic_Earth", 3); //MagicManager.instance.CastMagic(testHeroes[0], testHeroes[0].magics[1]); } if (Input.GetKeyDown(KeyCode.M)) { SoundManager.instance.PlaySound("Combat02"); } }
void Start() { //给测试英雄加上所有魔法 MagicManager.AddAllMagic(heroes[0]); //AdvantureObjectMgr.CreateAdvantureObject("Chest", new Vector2Int(23, 19)); //AdvantureObjectMgr.CreateAdvantureObject("Leorics", new Vector2Int(19, 17)); //AdvantureObjectMgr.CreateAdvantureObject("Chest", new Vector2Int(23, 14)); //AdvantureObjectMgr.CreateAdvantureObject("Gold", new Vector2Int(19, 14)); //AdvantureObjectMgr.CreateAdvantureObject("Gold", new Vector2Int(17, 14)); //AdvantureObjectMgr.CreateAdvantureObject("Gold", new Vector2Int(15, 14)); SkillManager.AddSkill(heroes[0], "Magic_Air", 2); SkillManager.AddSkill(heroes[0], "Magic_Fire", 2); SkillManager.AddSkill(heroes[0], "Magic_Earth", 2); SkillManager.AddSkill(heroes[0], "Magic_Water", 2); StartCoroutine(DelayStart()); }
private void Start() { AliveGameObject = transform.Find("Alive Player").gameObject; AnimationToStateMachine = AliveGameObject.GetComponent <PlayerAnimationToStateMachine>(); MyAnmator = AliveGameObject.GetComponent <Animator>(); MyRigidbody = AliveGameObject.GetComponent <Rigidbody2D>(); MySpriteRenderer = AliveGameObject.GetComponent <SpriteRenderer>(); MyBoxCollider2D = AliveGameObject.GetComponent <BoxCollider2D>(); MyRopeLineRenderer = AliveGameObject.GetComponent <LineRenderer>(); RopeJoint = AliveGameObject.GetComponent <DistanceJoint2D>(); DashDirectionIndicator = AliveGameObject.transform.Find("Dash Direction Indicator"); RopeHingeAnchor = AliveGameObject.transform.Find("Rope Hinge Anchor"); RopeHingeAnchorRigidbody = RopeHingeAnchor.GetComponent <Rigidbody2D>(); RopeHingeAnchorSpriteRenderer = RopeHingeAnchor.GetComponent <SpriteRenderer>(); Crosshair = AliveGameObject.transform.Find("Crosshair"); CrosshairSpriteRenderer = Crosshair.GetComponent <SpriteRenderer>(); InputHandler = GetComponent <PlayerInputHandler>(); FacingDirection = 1; // PLAYER Create and Invoke event for UI SkillManager.AddSkill(DashState); SkillManager.AddSkill(OnRopeStateAim); SkillManager.AddSkill(FireArrowShotStateStart); OnRopeStateFinish.ResetRope(); _playerHealthBar.SetMaxHealth(_playerStatsData.maxHealth); AliveGameObject.transform.position = FindObjectOfType <PlayerCheckpointManager>().LastCheckpoint; FiniteStateMachine.Initialize(IdleState); }
public static void HandleNewSkillCooldown(S_START_COOLTIME_SKILL p) { WindowManager.SkillsEnded = false; SkillManager.AddSkill(p.SkillId, p.Cooldown); }
public static void HandleNewSkillCooldown(S_START_COOLTIME_SKILL p) { SkillManager.AddSkill(p.SkillId, p.Cooldown); }
public void Init(string _skillName, float _coolTime) { skillName = _skillName; coolTime = _coolTime; SkillManager.AddSkill(this); }
public void AddSkill(int skillId, int rate) { SkillManager.AddSkill(skillId, Level, rate, SkillSourceTypes.Skill); }
public void AddRandSkill() { SkillManager.AddSkill(SkillBook.GetRandSkillId(), Level, 100, SkillSourceTypes.Skill); }
public ActionResult AddSkill(Skill skill) { sm.AddSkill(skill); return(View()); }