Beispiel #1
0
        // recreate the list of passives based on current powers
        public void UpdatePassives()
        {
            List <Status> pass = new List <Status>();

            foreach (Power p in powers)
            {
                PowerSetPassive passive = p as PowerSetPassive;
                if (passive)
                {
                    foreach (Status s in passive.effects)
                    {
                        pass.Add(s);
                    }
                }
            }

            passives = new Status[pass.Count];
            for (int i = 0; i < pass.Count; i++)
            {
                passives[i] = pass[i];
            }

            // expire all existing passives - they have massive timers on them, so this will cause them to go out of date
            foreach (Status s in statusEffects)
            {
                if (s.duration > 9000000)
                {
                    s.duration = 0.1f;
                }
            }
            // and apply the new ones
            ApplyPassives();

            statusDirty = true;
        }
        public override void OnInspectorGUI()
        {
            PowerSetPassive passive = (PowerSetPassive)target;

            serializedObject.Update();

            EditorGUILayout.PropertyField(serializedObject.FindProperty("icon"));
            EditorGUILayout.PropertyField(serializedObject.FindProperty("tint"));

            EditorGUILayout.LabelField("RPG Settings", EditorStyles.boldLabel);
            EditorGUILayout.PropertyField(serializedObject.FindProperty("effects"), true);

            serializedObject.ApplyModifiedProperties();
        }