void DealDamage(AbilityHitEntityEvent evt) { Entity target = evt.context["target"] as Entity; //FloatAttribute damage = evt.ability["damage"] as FloatAttribute; target.resourceManager["health"].Decrease(10, evt.context); }
void OnHit(AbilityHitEntityEvent evt) { if(delay > 0) { timer = new Timer(delay); } else { destroyed = true; if (toDestroy == null) toDestroy = gameObject; Destroy(toDestroy); } }
public void EnableDisableObjects(AbilityHitEntityEvent evt) { if(toEnable != null) { for(int i = 0; i < toEnable.Length; i++) { if(toEnable[i] != null) toEnable[i].SetActive(true); } } if(toDisable != null) { for(int i = 0; i < toDisable.Length; i++) { if(toDisable[i] != null) toDisable[i].SetActive(false); } } }
void OnHit(AbilityHitEntityEvent evt) { if (delay > 0) { timer = new Timer(delay); } else { destroyed = true; if (toDestroy == null) { toDestroy = gameObject; } Destroy(toDestroy); } }
public void EnableDisableObjects(AbilityHitEntityEvent evt) { if (toEnable != null) { for (int i = 0; i < toEnable.Length; i++) { if (toEnable[i] != null) { toEnable[i].SetActive(true); } } } if (toDisable != null) { for (int i = 0; i < toDisable.Length; i++) { if (toDisable[i] != null) { toDisable[i].SetActive(false); } } } }