private void SetSpecial(SkillPath.Special special) { switch (special) { case SkillPath.Special.DASH: gameObject.AddComponent <Dash>(); this.special = GetComponent <Dash>(); break; case SkillPath.Special.THROWSWORD: gameObject.AddComponent <ThrowProjectile>(); gameObject.GetComponent <ThrowProjectile>().projectile = thrownSword; gameObject.GetComponent <ThrowProjectile>().projectileForce = 4; gameObject.GetComponent <ThrowProjectile>().minDamage = 10; gameObject.GetComponent <ThrowProjectile>().maxDamage = 35; gameObject.GetComponent <ThrowProjectile>().shotSpread = 1; gameObject.GetComponent <ThrowProjectile>().projKnockback = 8f; gameObject.GetComponent <ThrowProjectile>().Initialise(); this.special = GetComponent <ThrowProjectile>(); break; case SkillPath.Special.FIREBALL: gameObject.AddComponent <ThrowProjectile>(); gameObject.GetComponent <ThrowProjectile>().projectile = specialFireball; gameObject.GetComponent <ThrowProjectile>().projectileForce = 6; gameObject.GetComponent <ThrowProjectile>().minDamage = 25; gameObject.GetComponent <ThrowProjectile>().maxDamage = 30; gameObject.GetComponent <ThrowProjectile>().shotSpread = 1; gameObject.GetComponent <ThrowProjectile>().projKnockback = 0.5f; gameObject.GetComponent <ThrowProjectile>().Initialise(); this.special = GetComponent <ThrowProjectile>(); break; default: break; } }
private void CreateBlankSkillJson(SkillPath.Weapon weapon, SkillPath.Special special) { string skillsString = JsonUtility.ToJson(new SkillPath(weapon, special)); File.WriteAllText(Path.Combine(Application.dataPath, "skills", "blank.json"), skillsString); }