Automated ability setting

master
Crom (Thibaut CHARLES) 8 years ago
parent bc5f57a0fb
commit 32ff450355

@ -1,5 +1,5 @@
id _name name_strref ulti alignment
0 "Notaire" "5" "0" "villager"
1 "Chasseur" "6" "1" "villager"
2 "Marionetiste" "7" "2" "dark"
3 "espion" "8" "3" "dark"
0 "Notaire" "5" "4" "villager"
1 "Chasseur" "6" "5" "villager"
2 "Marionetiste" "7" "6" "dark"
3 "espion" "8" "7" "dark"

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@ -4,8 +4,11 @@ using System.Collections;
public class Gui_AbilityButton : MonoBehaviour{
public enum AbilityType{
Spell, Ultimate
}
public int abilityID;
public AbilityType type;
void Awake(){
button = GetComponent<Button>();
@ -14,7 +17,14 @@ public class Gui_AbilityButton : MonoBehaviour{
}
void Start(){
SetAbilityID(abilityID);
switch(type){
case AbilityType.Spell:
SetAbilityID(Game.Get().GetMainPlayer().spellID);
break;
case AbilityType.Ultimate:
SetAbilityID(Game.Get().GetMainPlayer().ultiID);
break;
}
}
void SetAbilityID(int _abilityID){
@ -41,7 +51,8 @@ public class Gui_AbilityButton : MonoBehaviour{
});
}
private int i;
private int abilityID;
private Button button;
private Image icon;

@ -3,19 +3,19 @@ using System.IO;
public class Game {
void SetMainPlayer(Player p){
public void SetMainPlayer(Player p){
m_mainPlayer = p;
}
Player GetMainPlayer(){
public Player GetMainPlayer(){
return m_mainPlayer;
}
private static Game Get() {
public static Game Get() {
lock(m_singlmutex) {
if(m_inst==null)
m_inst = new Game();

@ -8,6 +8,13 @@ public class Player : MonoBehaviour {
SetRole(_roleID);
}
void Awake(){
//Debug
SetCharacter(charID);
SetRole(roleID);
Game.Get().SetMainPlayer(this);
}
public void DebugInfo() {
Debug.Log(charname+" is a "+Rdb.GetStrRef(rolename_strref)+" with "+hp.ToString()+" hit points");

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