Contains all of our spell combinations. This returns a list of spell combinations based on items in the inventory.
When the player picks up an item, this tells the spell controller to update its available spells, which are returned by the GameController.
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).
Changes and casts spells and handles cooldowns.
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).
Prefabs for each spell.
- Create a game object--the physical object of your spell.
- Create a script (with a name from the spell list in GameController) in the Scripts/Spells/ folder.
- Add the script to the object you created in step 1.
- Save the object as a prefab in Resources/Spells/.
- Add an image (with the same name as the spell's class) to Sprites/Icons/.