void InitializeComponents() { specialAbilities = GetComponent <SpecialAbilities>(); healthSystem = GetComponent <HealthSystem>(); character = GetComponent <Character>(); weaponSystem = GetComponent <WeaponSystem>(); }
void Start() { character = GetComponent <Character>(); RegisterForMouseEvents(); abilities = GetComponent <SpecialAbilities>(); weaponSystem = GetComponent <WeaponSystem>(); }
protected IEnumerator StartUICooldown(int abilityIndex, float time) { SpecialAbilities specialAbilities = GetComponent <SpecialAbilities>(); Image[] cooldownImages = specialAbilities.GetCooldownImageAbilities(); Text[] cooldownNumbers = specialAbilities.GetCooldownNumbers(); cooldownImages[abilityIndex].fillAmount = 1; float fillAmount = 0; while (cooldownImages[abilityIndex].fillAmount >= 0) { if (canCastAbility) { cooldownNumbers[abilityIndex].gameObject.SetActive(false); cooldownImages[abilityIndex].fillAmount = 0; yield break; } float currentTime = Time.time; float remainingCooldownTime = config.GetCoolDown() - (currentTime - time); fillAmount = (remainingCooldownTime) / config.GetCoolDown(); cooldownNumbers[abilityIndex].gameObject.SetActive(true); cooldownNumbers[abilityIndex].text = ((int)remainingCooldownTime + 1).ToString(); cooldownImages[abilityIndex].fillAmount = fillAmount; yield return(new WaitForEndOfFrame()); } }
private void Start() { _abilities = GetComponent <SpecialAbilities>(); RegisterMouseObserver(); PutWeaponInHand(_currentWeaponConfig); SetAttackAnimation(); }
void Start() { healthSystem = GetComponent <HealthSystem>(); weaponSystem = GetComponent <WeaponSystem>(); specialAbilities = GetComponent <SpecialAbilities>(); audioSource = GetComponent <AudioSource>(); }
void Start() { myHealthSystem = GetComponent <HealthSystem>(); mySpecialAbilities = GetComponent <SpecialAbilities>(); currentVitality = maxVitality; UpdateVitalityBar(); }
void Start() { playerCharacter = GetComponent <Character>(); playerAbilities = GetComponent <SpecialAbilities>(); characterStats = GetComponent <CharacterStats>(); weaponSystem = GetComponent <WeaponSystem>(); RegisterForMouseEvents(); }
void Start() { character = GetComponent <Character>(); RegisterMouseClick(); specialAbilties = GetComponent <SpecialAbilities>(); weaponSystem = GetComponent <WeaponSystem>(); }
void Start() { abilities = GetComponent <SpecialAbilities>(); healthSystem = GetComponent <HealthSystem>(); character = GetComponent <Character>(); weaponSystem = GetComponent <WeaponSystem>(); SubscribeForMouseClickEvents(); }
// Start is called before the first frame update private void Start() { RegisterForMouseEvents(); // PutWeaponInHand(weaponInUse); abilities = GetComponent <SpecialAbilities>(); animator = GetComponent <Animator>(); character = GetComponent <Character>(); weaponSystem = GetComponent <WeaponSystem>(); }
private void Start() { character = GetComponent <Character>(); cameraRaycaster = Camera.main.transform.GetComponent <CameraRaycaster>(); player = GetComponent <Player>(); specialAbilities = GetComponent <SpecialAbilities>(); cameraRaycaster.onMouseOverWalkable += OnMouseOverWalkable; cameraRaycaster.onMouseOverEnemy += OnMouseOverEnemy; CreateWalkTarget(); }
private void Start() { weaponSystem = GetComponent <WeaponSystem>(); character = GetComponent <Character>(); abilities = GetComponent <SpecialAbilities>(); chatBox = FindObjectOfType <ChatBox>(); chatBox.AddChatEntry("You: I'm almost back to the village."); chatBox.AddChatEntry("You: What is that fort doing up ahead?"); RegisterForMouseEvent(); }
private void Start() { player = GameObject.FindGameObjectWithTag("Player"); characterStats = GetComponent <CharacterStats>(); weaponSystem = GetComponent <WeaponSystem>(); enemyCharacter = GetComponent <Character>(); enemyAbilities = GetComponent <SpecialAbilities>(); spawnPosition = new GameObject("SpawnPosition"); spawnPosition.transform.position = transform.position; spawnPosition.transform.parent = GameObject.Find("SpawnPositions").transform; }
public void AttemptSpecialAbility(int index, GameObject target = null) { if (abilities.Length > 0) { SpecialAbilities energy = GetComponent <SpecialAbilities>(); float energyCost = abilities[index].GetEnergyCost(); if (energyCost <= currentEnergyPoints) { energy.ConsumeEnergy(energyCost); abilities[index].Use(target); } else { if (!audioSource.isPlaying && outOfEnergyClip) { audioSource.PlayOneShot(outOfEnergyClip); } } } }
void Start() { specialAbilities = GetComponent <SpecialAbilities>(); weaponSystem = GetComponent <WeaponSystem>(); }
void SetUpEnergyBar() { specialAbilities = GetComponent <SpecialAbilities>(); }