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wizard-game

Overview

Scripts/GameController.cs

Contains all of our spell combinations. This returns a list of spell combinations based on items in the inventory.

Scripts/Inventory.cs

When the player picks up an item, this tells the spell controller to update its available spells, which are returned by the GameController.

Scripts/Item.cs

These have public variables wizardClass (pyr, hyd, etc) and article (hat, staff, boot). Items must be given a wizardClass of the first 3 letters of the class name (e.g. druid -> dru; cleric -> cle).

Scripts/SpellController.cs

Changes and casts spells and handles cooldowns.

Scripts/Spells/*.cs

Logic for each spell. Once SpellController calls the spell's Cast method, these take over. Note: All spell scripts must inherit from Spell (Scripts/Spell.cs).

Resources/Spells/*

Prefabs for each spell.

Adding a Spell

  1. Create a game object--the physical object of your spell.
  2. Create a script (with a name from the spell list in GameController) in the Scripts/Spells/ folder.
  3. Add the script to the object you created in step 1.
  4. Save the object as a prefab in Resources/Spells/.
  5. Add an image (with the same name as the spell's class) to Sprites/Icons/.

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