/** * TODO * Equipment * Powers * Hindrances * * Later: * Injuries **/ public override string ToString() { StringBuilder retval = new StringBuilder(""); retval.AppendLine("Name:" + Name); retval.AppendLine("Charisma:" + Charisma.ToString()); retval.AppendLine("Pace:" + Pace.ToString()); retval.AppendLine("Parry:" + Parry.ToString()); retval.AppendLine("Toughness:" + Toughness.ToString()); retval.AppendLine("Agility:" + Agility.ToString()); retval.AppendLine("Smarts:" + Smarts.ToString()); retval.AppendLine("Strength:" + Strength.ToString()); retval.AppendLine("Spirit:" + Spirit.ToString()); retval.AppendLine("Vigor:" + Vigor.ToString()); return(retval.ToString()); }
public override void ActivateSkill() { transform.SetParent(null); //버서커 상태가 이미 활성화되어 있으면 비활성화시키고 오브젝트 제거 Vigor healAlready = skillCaster.GetComponentInChildren <Vigor>(); if (healAlready != null) { healAlready.ReleaseSkill(); Destroy(healAlready.gameObject); Destroy(gameObject); skillCaster.GetComponent <PlayerControl>().SetIsDelay(false); return; } transform.SetParent(skillCaster.transform); timer = 0; status = skillCaster.GetComponent <PlayerStatus>(); isActSkill = true; status.CancelBonusMSP(costMSP); }