public override StatusEffectNode ApplyStatusEffect(StatusEffect statusEffect, BaseCharacter source, CharacterUnit target, AbilityEffectOutput abilityEffectInput) { //Debug.Log("Playerstats.ApplyStatusEffect()"); if (statusEffect == null) { //Debug.Log("Playerstats.ApplyStatusEffect(): statusEffect is null!"); } StatusEffectNode _statusEffectNode = base.ApplyStatusEffect(statusEffect, source, target, abilityEffectInput); if (statusEffect.MyClassTrait == false) { if (_statusEffectNode != null) { UIManager.MyInstance.MyStatusEffectPanelController.SpawnStatusNode(_statusEffectNode, target); if (abilityEffectInput.savedEffect == false) { if (target != null) { CombatTextManager.MyInstance.SpawnCombatText(target.gameObject, statusEffect, true); } } } } return(_statusEffectNode); }
public override StatusEffectNode ApplyStatusEffect(StatusEffect statusEffect, BaseCharacter source, CharacterUnit target, AbilityEffectOutput abilityEffectInput) { //Debug.Log("AISats.ApplyStatusEffect()"); StatusEffectNode _statusEffectNode = base.ApplyStatusEffect(statusEffect, source, target, abilityEffectInput); if (_statusEffectNode != null && _statusEffectNode.MyStatusEffect.MyControlTarget == true) { ApplyControlEffects(source); } return(_statusEffectNode); }
public override StatusEffectNodeScript ClearStatusEffectNode(StatusEffectNode statusEffectNode) { //Debug.Log(gameObject.name + ".MainStatusEffectPanelController.ClearStatusEffectNode()"); StatusEffectNodeScript returnValue = base.ClearStatusEffectNode(statusEffectNode); if (returnValue != null && statusEffectWindowPanel != null) { statusEffectWindowPanel.RemoveStatusNode(returnValue); } return(returnValue); }
public override StatusEffectNode ApplyStatusEffect(StatusEffect statusEffect, BaseCharacter source, CharacterUnit target, AbilityEffectOutput abilityEffectInput) { //Debug.Log(gameObject + ".AISats.ApplyStatusEffect()"); StatusEffectNode _statusEffectNode = base.ApplyStatusEffect(statusEffect, source, target, abilityEffectInput); if (_statusEffectNode != null && _statusEffectNode.MyStatusEffect.MyControlTarget == true) { //Debug.Log(gameObject + ".AISats.ApplyStatusEffect() : disabling ai patrol"); if ((baseCharacter.MyCharacterController as AIController).MyAiPatrol != null) { (baseCharacter.MyCharacterController as AIController).MyAiPatrol.enabled = false; } (baseCharacter.MyCharacterController as AIController).ChangeState(new IdleState()); ApplyControlEffects(source); } return(_statusEffectNode); }