public MechanicalEngineer() { health = 14; maxHP = 14; strength = 3; power = 0; charge = 0; defense = 0; guard = 0; baseAccuracy = 16; accuracy = 16; dexterity = 3; evasion = 0; type = "Mechanical Engineering Major"; passive = new Car(this); quirk = Quirk.GetQuirk(this); special2 = new TeamAttack(); special = new OilDump(); player = false; champion = false; recruitable = true; CreateDrops(); attackEffect = "enemy loses 1 guard"; }
void Start() { board = SingletonManager.Get <BoardHandler>(); combat = SingletonManager.Get <CombatManager>(); teamAttack = SingletonManager.Get <TeamAttack>(); teamAttack.OnTeamAttackFull.AddListener(PlayLoopGlow); teamAttack.OnTeamAttackDone.AddListener(StopLoopGlow); teamAttack.OnTeamAttackDone.AddListener(ResetDisplayValue); teamAttack.OnTeamAttackValueAdded.AddListener(AddDisplayValue); desiredValue = teamAttack.CurrentTeamAttackAmount; resetToValue = teamAttack.MinTeamAttackAmount; fillNormalizer = teamAttack.MaxTeamAttackAmount; SetValueToUI(); if (textDisplay != null) { SetGameobjectActive(textDisplay.gameObject, false); } points.Add(this.transform.position - (Vector3.down * -25)); points.Add(points[0] - Vector3.left * 4); points.Add(points[0] + Vector3.left * 4); }
private void Start() { combatManager = SingletonManager.Get <CombatManager>(); boardHandler = SingletonManager.Get <BoardHandler>(); boardGenerator = SingletonManager.Get <BoardGenerator>(); combatSkills = SingletonManager.Get <CombatSkills>(); teamAttack = SingletonManager.Get <TeamAttack>(); foreach (var item in DialogueList) { item.OnNextDialogueStart.AddListener(NextLineOfDialogue); } combatManager.OnCombatEnd.AddListener(HidePersistentPopUps); }