Example #1
0
    private void UpdateStatuses()
    {
        System.Collections.Generic.List <ActorEffect> bleedList = actor.GetStatusEffectAll(EffectType.BLEED);
        if (bleedList.Count > 0)
        {
            statusText.text += "<sprite=13>";
            if (bleedList.Count > 1)
            {
                statusText.text += "x" + bleedList.Count + "\n";
            }
            else
            {
                statusText.text += bleedList[0].GetEffectValue().ToString("N0") + "/s " + bleedList[0].duration.ToString("F1") + "\n";
            }
        }

        System.Collections.Generic.List <ActorEffect> poisonList = actor.GetStatusEffectAll(EffectType.POISON);
        if (poisonList.Count > 0)
        {
            statusText.text += "<sprite=14>x" + poisonList.Count + "\n";
        }

        ActorEffect burn = actor.GetStatusEffect(EffectType.BURN);

        if (burn != null)
        {
            statusText.text += "<sprite=1> " + burn.GetEffectValue().ToString("N0") + "/s " + burn.duration.ToString("F1") + "s\n";
        }

        ActorEffect chill = actor.GetStatusEffect(EffectType.CHILL);

        if (chill != null)
        {
            statusText.text += "<sprite=2> " + chill.GetEffectValue().ToString("N0") + "% " + chill.duration.ToString("F1") + "s\n";
        }

        if (actor.GetStatusEffect(EffectType.ELECTROCUTE) is ElectrocuteEffect electrocute)
        {
            statusText.text += "<sprite=3> " + electrocute.GetEffectValue().ToString("N0") + "/s " + electrocute.duration.ToString("F1") + "s\n";
        }

        if (actor.GetStatusEffect(EffectType.FRACTURE) is FractureEffect fracture)
        {
            statusText.text += "<sprite=4> " + fracture.GetEffectValue().ToString("N0") + "% " + fracture.duration.ToString("F1") + "s\n";
        }

        if (actor.GetStatusEffect(EffectType.PACIFY) is PacifyEffect pacify)
        {
            statusText.text += "<sprite=5> " + pacify.GetEffectValue().ToString("N0") + "% " + pacify.duration.ToString("F1") + "s\n";
        }

        if (actor.GetStatusEffect(EffectType.RADIATION) is RadiationEffect radiation)
        {
            statusText.text += "<sprite=6> " + radiation.GetEffectValue().ToString("N0") + "/s " + radiation.duration.ToString("F1") + "s\n";
        }
    }