public float DOTMe(float[] stats, Firearm firearm, int level) { Regenerator health_over_time = addModifier <Regenerator>(); float xp = health_over_time.Init(this, stats, RegeneratorType.Self, firearm, level); return(xp); }
public void Die(bool iwaskilled) { CancelInvoke(); dying = true; disableModifiers(); disableEnemyTech(iwaskilled); my_ai.Die(); my_visuals.Die(); if (Noisemaker.Instance != null) { Noisemaker.Instance.Play("monster_died"); } if (iwaskilled && this.tag.Equals("Enemy")) { float yay = stats.point_factor; Peripheral.Instance.addDreams(yay, this.transform.position, true); if (onMakeWish != null) { onMakeWish(stats.inventory, this.transform.position); } } StopAllCoroutines(); CancelInvoke(); foreach (Lava lava in lavas) { if (lava.gameObject.activeSelf) { lava.KillMe(); } } Regenerator health_over_time = addModifier <Regenerator>(); if (health_over_time != null) { health_over_time.StopMe(); } Peripheral.Instance.targets.removeByID(this); Moon.Instance.enemyDied(my_ai.my_dogtag.wave); this.transform.SetParent(null); Peripheral.Instance.zoo.returnObject(this.gameObject, true); }
/// <summary> /// http://www.f4cio.com/SelfishBuildingBlocks.aspx /// </summary> /// <param name="args">The arguments.</param> static void Main(string[] args) { var r = new Regenerator(); r.BuildMinimalVersion(); }
/// <summary> /// http://www.f4cio.com/SelfishBuildingBlocks.aspx /// </summary> /// <param name="args">The arguments.</param> static void Main(string[] args) { var r = new Regenerator(); r.LinkFullVersion(); }