/* public void Update_Charecter (combatidea new_charecter) * { * current_charecter = new_charecter; * stored_charecter = current_charecter; * for (int i = 0; i < current_charecter.spellbook.Count; i++) * { * * buttons[i].GetComponentInChildren<Text>().text = current_charecter.spellbook[i]; * } * } */ public void Update_Charecter() { stored_charecter = current_charecter; for (int i = 0; i < buttons.Length; i++) { if (current_charecter.spellbook.Count > i) { buttons[i].GetComponentInChildren <Text>().text = current_charecter.spellbook[i]; buttons[i].GetComponent <Button>().interactable = true; } else { buttons[i].GetComponentInChildren <Text>().text = ""; buttons[i].GetComponent <Button>().interactable = false; } } }
void Awake() { if (!(GameObject.Find("gameinfo").GetComponent <listofParty>().list[number] == null)) { refrence = GameObject.Find("gameinfo").GetComponent <listofParty>().list[number]; } gameObject.GetComponent <SpriteRenderer>().sprite = refrence.sprite; Cstr = refrence.str; Cspeed = refrence.speed; Cintel = refrence.intel; Cdef = refrence.def; Cmagdef = refrence.magdef; mana = refrence.mana; maxhp = refrence.maxhp; hp = refrence.hp; }
// Use this for initialization void Start() { stored_charecter = current_charecter; }