// Use this for initialization void Start() { // Init character stats here charStats = new Stats[2]; for (int i = 0; i < 2; i++) { float[] defaultStats = { 5, 1000, 0, 0, 0, 1, 1 };//float[] defaultStats = { 1, 1, 0, 0, 0, 1, 1 }; charStats[i].maxCharStats = defaultStats; } GenerateSkillGroupDictionary(); equippedSkills = new SkillProperties[14]; equippedSkillsIndex = new int[14]; for (int i = 0; i < equippedSkillsIndex.Length; i++) { equippedSkillsIndex[i] = 0; } if (gameState == 0) { GameObject UIProfileObject = new GameObject(); ui = UIProfileObject.AddComponent <UIProfile>(); ui.Init(null, skillGroup, equippedSkillsIndex); // GameState = -99 //Testing } // Testing for (int i = 0; i < 14; i++) { equippedSkillsIndex[i] = 1; } if (gameState == 1) { // Revisit this section later // 3 block skills, 1 perk, 1 auto-skill, 2 active skills x 2 // Testing equippedSkills[0] = FindEquippedSkill(0, SkillAssigner.SkillNames.JUDGEMENT); equippedSkills[1] = FindEquippedSkill(1, SkillAssigner.SkillNames.FREASTORM); equippedSkills[2] = FindEquippedSkill(2, SkillAssigner.SkillNames.HEAL); equippedSkills[3] = FindEquippedSkill(3, SkillAssigner.SkillNames.ACTIVEHEALING); equippedSkills[4] = FindEquippedSkill(4, SkillAssigner.SkillNames.FIREBALL); equippedSkills[5] = FindEquippedSkill(4, SkillAssigner.SkillNames.FIREBALL); equippedSkills[6] = FindEquippedSkill(4, SkillAssigner.SkillNames.FIREBALL); equippedSkills[7] = FindEquippedSkill(0, SkillAssigner.SkillNames.HRAESBEAT); equippedSkills[8] = FindEquippedSkill(1, SkillAssigner.SkillNames.KNIFETHROW); equippedSkills[9] = FindEquippedSkill(2, SkillAssigner.SkillNames.REALLOCATE); equippedSkills[10] = FindEquippedSkill(3, SkillAssigner.SkillNames.AGILITY); equippedSkills[11] = FindEquippedSkill(4, SkillAssigner.SkillNames.TELEPORT); equippedSkills[12] = FindEquippedSkill(4, SkillAssigner.SkillNames.FIREBALL); equippedSkills[13] = FindEquippedSkill(4, SkillAssigner.SkillNames.FIREBALL); GameObject levelHandlerObject = new GameObject(); levelHandler = levelHandlerObject.AddComponent <LevelGenerator>(); levelHandler.LoadPlayers(equippedSkills, charStats); LevelGenerator.EnemyNames[] loadEnemies = { LevelGenerator.EnemyNames.GOBLIN, LevelGenerator.EnemyNames.GARGOYLE }; levelHandler.SetEnemies(loadEnemies); GameObject testBoss = new GameObject(); levelHandler.SetBoss(testBoss.AddComponent <BossSpawn>()); levelHandler.Init(); //gameState = -99; // Standby } }