Making it Work
Components
Give the Skill Interpreter component to your player character to do something when a certain skill is used.
Give the Unit Stats Provider component to your player character to give them stats.
Summary of The Order
The order to get your skills working is quite simple.
Drag the Default Prefabs onto your scene.
Create your skills in the Editor Window.
Give the Skill Interpreter and Unit Stats Provider components to your player character and set them up.
You do have to code your own skills. Remember, Skill Tree is not a skill creator and doesn't advertise itself as one. If you're new to programming, try checking out the demo scene in the Assets/StylishEsper/SkillTree/Example
folder.
Scripting
Remember to use the namespace Esper.SkillTree
.
Initialization
Use SkillTree.Initialize()
to initialize Skill Tree. This is required to get it working properly. You can use the Skill Tree Initializer component.
It may be required to call SkillTree.ClearData()
when Skill Tree's functionality is no longer needed. The initializer component calls this automatically as necessary.
Handling Level Up
Whenever your player levels up, call SkillTree.SetPlayerLevel()
, as this will let Skill Tree know what level the player currently is.
Setting Skill Points
You can set the player's current skill points with SkillTree.playerSkillPoints
.
Completing Skill Use
Skill Tree prevents the usage of skills by a character if they are already in the middle of using one. Call SkillTree.CompleteSkillUse
to let Skill Tree know that the character should now be free to use another skill.
If you have any issues, please see the Getting Help page.
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