public override void UseItem(SpellCaster player)
    {
        SoundManager.instance.PlaySingle(SoundManager.glowingMushroom);
        player.RemoveFromInventory(this);

        player.HealDamage(2);
        PanelHolder.instance.displayNotify("Glowing Mushroom", "You ate the mushroom and healed 2 health. You feel a little funny, though...", "InventoryScene");
    }
    private void eventGainHealth()
    {
        Debug.Log("GainHealth");
        int health = (int)Random.Range(1f, 3f);

        //Need to make HealDamage public in SpellCaster.cs
        spellCaster.HealDamage(health);
        PanelHolder.instance.displayNotify("Restoring Health", "After encountering a mystical sorcerer, you regained " + health.ToString() + " health!", "OK");
    }
Beispiel #3
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 public override void OnEvent(EyeOfTheStormEvent evnt)
 {
     playerSpellcaster = playerEntity.GetComponent <Player>().spellcaster;
     playerSpellcaster.HealDamage((int)evnt.HPToHealAllies);
     PanelHolder.instance.displaySpellCastNotif("Eye of the Storm", "Dark Mage took " + evnt.DmgToBoss + " damage and all allies healed by " + evnt.HPToHealAllies + "!", "OK");
     if (BoltNetwork.IsServer)
     {
         gameStateEntity.GetComponent <NetworkGameState>()
         .DealDmgToBoss(evnt.DmgToBoss);
         gameStateEntity.GetComponent <NetworkGameState>()
         .IncrementAttackCount();
     }
 }
Beispiel #4
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 /*Everyone recieves this during combat*/
 public override void OnEvent(HealAllAlliesByHP evnt)
 {
     playerSpellcaster = playerEntity.GetComponent <Player>().spellcaster;
     //TODO: keep as float.
     playerSpellcaster.HealDamage((int)evnt.HP);
     //TODO: Display Feedback
     PanelHolder.instance.displaySpellCastNotif(evnt.Spellname, "All allies were healed by " + evnt.HP + "!", "OK");
     if (BoltNetwork.IsServer)
     {
         gameStateEntity.GetComponent <NetworkGameState>()
         .IncrementAttackCount();
     }
 }