protected override void InitializeActor() { base.InitializeActor(); bCanPickupItems = true; bItemsCauseEffects = true; bCanModifyVisibilty = true; if (cameraPrototype == null) { Debug.Log("ERROR! Player actor " + name + " has no camera prototype!"); return; } myCamera = (PlayerCamera)GameObject.Instantiate(cameraPrototype, transform.position + new Vector3(0.0f, 0.0f, -10.0f), transform.rotation); if (myCamera != null) { myCamera.InitailizeCamera(this); } else { Debug.Log("ERROR! Player actor " + name + " failed to initialize its camera because it couldn'y instantiate it!"); } ui = GetComponent <UI_PlayerBase>(); if (ui == null) { Debug.Log("WARNING! Player actor " + name + " doesn't have any UI component!"); } // Tries to find a UI menu to use as the players inventory menu inventoryMenu = GameObject.FindObjectOfType <UI_InventoryMenu>(); if (inventoryMenu == null) { Debug.Log("WARNING! Player actor " + name + " could not find a UI_InventoryMenu in the scene!"); } else { inventoryMenu.gameObject.SetActive(false); } // HACK: temporarily adding some abilities. haven't decided how this will actually work yet abilities.Add(new Ability_HunterAttack()); // Main attack ability in first place abilities.Add(new Ability_Invisibility()); abilities.Add(new Ability_PlaceTrap()); abilities.Add(new Ability_TossBomb()); abilities.Add(new Ability_Slash()); // Player always has the cap fire ability abilities.Add(new Ability_CreateFirePit()); //// TEMP: give the player some stuff in their inventory and try equipping the sword //inventory.Add(new Sword()); //inventory.Add(new Bow()); //EquipWeapon((Weapon)inventory[0]); ui.InitializeUI(); }
protected override void InitializeActor() { base.InitializeActor(); bCanPickupItems = true; bItemsCauseEffects = true; bCanModifyVisibilty = true; if(cameraPrototype == null) { Debug.Log("ERROR! Player actor "+name+" has no camera prototype!"); return; } myCamera = (PlayerCamera)GameObject.Instantiate(cameraPrototype, transform.position + new Vector3(0.0f, 0.0f, -10.0f), transform.rotation); if(myCamera != null) { myCamera.InitailizeCamera(this); } else { Debug.Log("ERROR! Player actor "+name+" failed to initialize its camera because it couldn'y instantiate it!"); } ui = GetComponent<UI_PlayerBase>(); if(ui == null) { Debug.Log("WARNING! Player actor " + name + " doesn't have any UI component!"); } // Tries to find a UI menu to use as the players inventory menu inventoryMenu = GameObject.FindObjectOfType<UI_InventoryMenu>(); if(inventoryMenu == null) { Debug.Log("WARNING! Player actor " + name + " could not find a UI_InventoryMenu in the scene!"); } else { inventoryMenu.gameObject.SetActive(false); } // HACK: temporarily adding some abilities. haven't decided how this will actually work yet abilities.Add(new Ability_HunterAttack()); // Main attack ability in first place abilities.Add(new Ability_Invisibility()); abilities.Add(new Ability_PlaceTrap()); abilities.Add(new Ability_TossBomb()); abilities.Add(new Ability_Slash()); // Player always has the cap fire ability abilities.Add(new Ability_CreateFirePit()); //// TEMP: give the player some stuff in their inventory and try equipping the sword //inventory.Add(new Sword()); //inventory.Add(new Bow()); //EquipWeapon((Weapon)inventory[0]); ui.InitializeUI(); }