// Shift all minion positions by an offset private void shiftPositions(Vector2 offset) { for (int i = 0; i < minions.Count; i++) { PrometheusThrall minion = ((GameObject)minions [i]).GetComponent <PrometheusThrall> (); minion.FormationPosition = minion.FormationPosition + offset; } }
public override void use() { base.use(); int randomValue = (int)(Random.value * minions.Count) % minions.Count; GameObject minion = ((GameObject)minions [randomValue]); PrometheusThrall minionAI = minion.GetComponent <PrometheusThrall> (); Entity minionVars = minion.GetComponent <Entity> (); if (!minionAI.upgraded) { minion.GetComponent <SpriteRenderer> ().sprite = Resources.Load <Sprite> ("Sprites/Game/Entities/PrometheusChampion"); minionVars.healthMax *= 4; minionVars.heatMax += 20; minionVars.addAbility(new Overpowered(minion.transform), 1); minionAI.upgraded = true; } else { minionVars.health = minionVars.healthMax; minionVars.heat = minionVars.heatMax; } //TODO add visual effect for upgrade }