public HealAction(Player p1, Player p2, HealAbility a1) : base(p1, p2, a1) { var temp = a1; this.DmgValue = temp.HealtDmg; this.ManaEffect = temp.ManaEffect; this.StaminaEffect = temp.StaminaEffect; }
public void TakeTurn(UnitStackBase unit, BattleManager battleManager) { this.battleManager = battleManager; actingUnit = unit; healAbility = unit.GetComponentInChildren <HealAbility>(); if (healAbility == null) { Debug.LogError($"Unit doesn't have healing ability. Enemy strategy: HealThenAttackRandom. Enemy: {unit}."); AttackRandom(); } else { TryToHeal(); } }
public void UneqipTrinket(Items thing) { Equiped.Remove(thing); Inventory.Add(thing); var temp = (Trinket)thing; var tempAbility = new HealAbility(temp); var tempR = attacks.Find(o => o.Name == thing.Name); attacks.Remove(tempR); this.trinketCapacity++; }