Ejemplo n.º 1
0
    void OnEffectRemoved(Unit unit, EffectOverTimeType effectType)
    {
        var targetPanel = unit is Hero ?
                          effectType.IsNegative ? heroNegativeEffects : heroPositiveEffects :
                          effectType.IsNegative ? enemyNegativeEffects : enemyPositiveEffects;

        targetPanel.RemoveCell(effectType);
    }
Ejemplo n.º 2
0
 void OnEffectApplied(Unit unit, EffectOverTimeType effectType)
 {
     if (effectType.procAnimationPrefab != null)
     {
         var parent            = unit is Hero ? heroTransform : enemyTransform;
         var effectAnimHandler = effectType.procAnimationPrefab.InstantiateAndGetComp <AnimatorHandler>(parent);
         busyAnimators.Add(effectAnimHandler.animator);
         AnimationHandlerEventSubscription(effectAnimHandler);
     }
     else
     {
         mis.NextAction();
     }
 }
Ejemplo n.º 3
0
    void OnEffectAdded(Unit unit, EffectOverTimeType effectType)
    {
        var targetPanel = unit is Hero ?
                          effectType.IsNegative ? heroNegativeEffects : heroPositiveEffects :
                          effectType.IsNegative ? enemyNegativeEffects : enemyPositiveEffects;

        if (!targetPanel.HasObject(effectType))
        {
            var effectObj   = new GameObject();
            var effectImage = effectObj.AddComponent <Image>();
            effectImage.sprite = effectType.icon;
            targetPanel.AddCell(effectType, effectObj);
        }
    }
Ejemplo n.º 4
0
 internal EffectOverTime(EffectOverTimeData data)
 {
     type = data.type;
 }