Beispiel #1
0
 public void newActorTarget(ObjectActor Target, string name)
 {
     effectsObject.SetActive(true);
     panel.SetActive(true);
     resetTargetPanel();
     TargetActor      = Target;
     TargetCombatable = Target as ObjectCombatable;
     targetType       = 3;
     TargetName.text  = name;
     queueObject.SetActive(true);
     targetQueue.setQueue(TargetActor);
     effects.setList(TargetActor);
     //if (Player.getWis() >= 20)
     //{
     TargetHealthBarObject.SetActive(true);
     healthBarSet(true);
     //if (Player.getWis() >= 30 && Player.getInt() >= 20)
     //{
     TargetEnergyBarObject.SetActive(true);
     energyBarSet(true);
     //}
     //}
     skillActivationObs = gameObject.AddComponent <IntObserver>();
     skillActivationObs.setupObserver(setProgressBar);
     Target.skillDequeueSubscribe(skillActivationObs);
     skillCompletionObs = gameObject.AddComponent <IntObserver>();
     skillCompletionObs.setupObserver(deactivateProgressBar);
     Target.skillFinishSubscribe(skillCompletionObs);
 }
Beispiel #2
0
    public void setup()
    {
        if (this.target != null)
        {
            removalSub = gameObject.AddComponent <IntObserver>();// dequeue index. usually 0.
            removalSub.setupObserver(shiftByIndex);
            target.effectRemoveSubscribe(removalSub);

            additionSub = gameObject.AddComponent <GameObjectObserver>();
            additionSub.setupObserver(effectAddToList);
            target.effectAddSubscribe(additionSub);

            death = gameObject.AddComponent <GameObjectObserver>();
            death.setupObserver(targetDied);
            target.deathSubscribe(death);
        }
    }
Beispiel #3
0
    public void setup()
    {
        if (this.target != null)
        {
            dequeue = gameObject.AddComponent <IntObserver>();// dequeue index. usually 0.
            dequeue.setupObserver(skillRemovedByIndex);
            target.skillDequeueSubscribe(dequeue);

            enqueue = gameObject.AddComponent <GameObjectObserver>();
            enqueue.setupObserver(skillEnqueued);
            target.skillEnqueueSubscribe(enqueue);

            death = gameObject.AddComponent <GameObjectObserver>();
            death.setupObserver(targetDied);
            target.deathSubscribe(death);
        }
    }