Automated ability setting
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bc5f57a0fb
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5 changed files with 135 additions and 12 deletions
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@ -1,5 +1,5 @@
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id _name name_strref ulti alignment
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0 "Notaire" "5" "0" "villager"
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1 "Chasseur" "6" "1" "villager"
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2 "Marionetiste" "7" "2" "dark"
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3 "espion" "8" "3" "dark"
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0 "Notaire" "5" "4" "villager"
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1 "Chasseur" "6" "5" "villager"
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2 "Marionetiste" "7" "6" "dark"
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3 "espion" "8" "7" "dark"
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spellID: 3
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charID: 0
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charname:
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spellID: 0
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hp: 0
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roleID: 0
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rolename_strref: 0
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ultiID: 0
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align:
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@ -24368,6 +24460,7 @@ GameObject:
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m_Layer: 5
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m_Name: Button
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type: 1
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--- !u!1 &2070509345
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@ -4,8 +4,11 @@ using System.Collections;
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public class Gui_AbilityButton : MonoBehaviour{
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public enum AbilityType{
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Spell, Ultimate
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}
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public int abilityID;
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public AbilityType type;
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void Awake(){
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button = GetComponent<Button>();
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@ -14,7 +17,14 @@ public class Gui_AbilityButton : MonoBehaviour{
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}
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void Start(){
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SetAbilityID(abilityID);
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switch(type){
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case AbilityType.Spell:
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SetAbilityID(Game.Get().GetMainPlayer().spellID);
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break;
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case AbilityType.Ultimate:
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SetAbilityID(Game.Get().GetMainPlayer().ultiID);
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break;
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}
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}
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void SetAbilityID(int _abilityID){
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@ -41,7 +51,8 @@ public class Gui_AbilityButton : MonoBehaviour{
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});
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}
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private int i;
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private int abilityID;
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private Button button;
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private Image icon;
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@ -3,19 +3,19 @@ using System.IO;
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public class Game {
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void SetMainPlayer(Player p){
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public void SetMainPlayer(Player p){
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m_mainPlayer = p;
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}
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Player GetMainPlayer(){
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public Player GetMainPlayer(){
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return m_mainPlayer;
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}
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private static Game Get() {
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public static Game Get() {
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lock(m_singlmutex) {
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if(m_inst==null)
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m_inst = new Game();
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@ -8,6 +8,13 @@ public class Player : MonoBehaviour {
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SetRole(_roleID);
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}
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void Awake(){
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//Debug
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SetCharacter(charID);
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SetRole(roleID);
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Game.Get().SetMainPlayer(this);
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}
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public void DebugInfo() {
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Debug.Log(charname+" is a "+Rdb.GetStrRef(rolename_strref)+" with "+hp.ToString()+" hit points");
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