Beispiel #1
0
    public void RemoveBuff(Buff buff)
    {
        Debug.Log("Removed " + buff);
        currentBuffs[buff] -= 1;
        if (currentBuffs[buff] == 0)
        {
            si.DecreaseLevel();
            //Remove visuals:
            if (buff == Buff.Bleeding)
            {
                //Remove bleeding visual
            }
            else if (buff == Buff.Slowed)
            {
                //Remove slowed visual
            }
            else if (buff == Buff.Dysentery)
            {
                //Remove dysentery visual
            }
            else if (buff == Buff.Confusion)
            {
                //Remove dysentery visual
                FlipControls();
                confusionVisual.SetActive(false);
            }
        }

        FloatingBuff popup = Instantiate(_popup, _popupTransform).GetComponent <FloatingBuff>();

        //Notify player and do stuff
        if (buff == Buff.Bleeding)
        {
            popup.SetSprites(_debuffs[0], _operations[1]);
        }
        else if (buff == Buff.Slowed)
        {
            popup.SetSprites(_debuffs[1], _operations[1]);
        }
        else if (buff == Buff.Dysentery)
        {
            popup.SetSprites(_debuffs[2], _operations[1]);
        }
        else if (buff == Buff.Confusion)
        {
            popup.SetSprites(_debuffs[3], _operations[1]);
        }
        else if (buff == Buff.Weakness)
        {
            popup.SetSprites(_debuffs[4], _operations[1]);
        }

        DC.SetBuff(buff, currentBuffs[buff], false);
        //Update stats:
        if (buff == Buff.Slowed && currentBuffs[Buff.Slowed] < 10)
        {
            _speed /= 0.93f;
        }
        else if (buff == Buff.Weakness && currentBuffs[Buff.Slowed] < 5)
        {
            _damage /= 0.9f;
        }
        //Update UI or whatever
    }
Beispiel #2
0
    public void AddBuff(Buff buff)
    {
        Debug.Log("Added " + buff);
        currentBuffs[buff] += 1;
        //Only for new buff
        if (currentBuffs[buff] == 1)
        {
            si.IncreaseLevel();
            //Add visuals:
            if (buff == Buff.Bleeding)
            {
                //Add bleeding visual
            }
            else if (buff == Buff.Slowed)
            {
                //Add slowed visual
            }
            else if (buff == Buff.Dysentery)
            {
                //Add dysentery visual
            }
            else if (buff == Buff.Confusion)
            {
                FlipControls();
                //Add dysentery visual
                confusionVisual.SetActive(true);
            }
            else if (buff == Buff.Weakness)
            {
                //weakness;
            }
        }
        //For first AND existing buffs
        FloatingBuff popup = Instantiate(_popup, _popupTransform).GetComponent <FloatingBuff>();

        //Notify player & do other stuff
        if (buff == Buff.Bleeding)
        {
            popup.SetSprites(_debuffs[0], _operations[0]);
            bleedingTimeoutCounter = bleedingTimeoutCounterMax;
        }
        else if (buff == Buff.Slowed)
        {
            popup.SetSprites(_debuffs[1], _operations[0]);
        }
        else if (buff == Buff.Dysentery)
        {
            popup.SetSprites(_debuffs[2], _operations[0]);
        }
        else if (buff == Buff.Confusion)
        {
            popup.SetSprites(_debuffs[3], _operations[0]);
            confusionTimeoutCounter = confusionTimeoutCounterMax;
        }
        else if (buff == Buff.Weakness)
        {
            popup.SetSprites(_debuffs[4], _operations[0]);
        }

        //Update stats:
        if (buff == Buff.Slowed && currentBuffs[Buff.Slowed] <= 10)
        {
            _speed *= 0.93f;
        }

        else if (buff == Buff.Weakness && currentBuffs[Buff.Slowed] < 5)
        {
            _damage /= 0.9f;
        }
        //Update UI or whatever
        DC.SetBuff(buff, currentBuffs[buff], true);
    }