public void ChangeEffect(BulletEffects effect, ItemData item, Sprite sprite) { if (CurrentEfect() != BulletEffects.Illegal) { itemList.effect = effect; } }
/// <summary> /// Cambia la bala según el nuevo efecto. /// </summary> public void ChangeEffect(BulletEffects effect, ItemData data, Sprite effectSprite) { if (ItemManager.instance.CurrentEfect() != BulletEffects.Illegal) { bulletPrefab = possibleBullets[(int)effect]; effectArm.sprite = effectSprite; } }
public void GetEffect(BulletEffects effect) { ///Получил эффект switch (effect) { case BulletEffects.Freeze: _healthPoint -= 33 * (1 - _coldResistance); break; case BulletEffects.MentalBurn: if (_isMentalBurning < 3) { _isMentalBurning++; } break; default: break; } }
public void ApplyEffect(BulletEffects effect) { }
/// <summary> /// Sobreescribe el efecto, en concreto para facilitar el Ilegal /// </summary> public void OverrideEffect(BulletEffects effect) { itemList.effect = effect; }
void ChangeEffect(BulletEffects effect, ItemData data, Sprite effectSprite) { bulletPrefab = playerShooting.bulletPrefab; }