Example #1
0
        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);
        }
Example #2
0
        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);
        }
Example #4
0
        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);
        }