Example #1
0
        private IEnumerator WaitForDurationThenUnapply(Character character)
        {
            yield return(new WaitForSeconds(Duration));

            StatusEffectEvent.Trigger(this, character, StatusEffectEventTypes.Stop);
            _isStatusEffectActive[character] = false;
            Unapply(character);
        }
Example #2
0
        public override bool UnEquip(string playerID)
        {
            var character = TargetInventory(playerID).Owner.GetComponentInParent <Character>();

            foreach (var statusEffect in StatusEffects)
            {
                StatusEffectEvent.Trigger(statusEffect, character, StatusEffectEventTypes.Unapply);
            }
            return(true);
        }
Example #3
0
        protected override void Colliding(GameObject collider)
        {
            if (!this.isActiveAndEnabled)
            {
                return;
            }

            // if the object we're colliding with is part of our ignore list, we do nothing and exit
            if (_ignoredGameObjects.Contains(collider))
            {
                return;
            }

            // if what we're colliding with isn't part of the target layers, we do nothing and exit
            if (!MMLayers.LayerInLayerMask(collider.layer, TargetLayerMask))
            {
                return;
            }

            // if we're on our first frame, we don't apply damage
            if (Time.time == 0f)
            {
                return;
            }

            // we get the character and apply all the status effects in the list
            _character = collider.gameObject.MMGetComponentNoAlloc <Character>();
            if (_character != null)
            {
                foreach (var statusEffect in StatusEffects)
                {
                    StatusEffectEvent.Trigger(statusEffect, _character, StatusEffectEventTypes.Apply);
                }
            }

            _colliderHealth = collider.gameObject.MMGetComponentNoAlloc <Health>();

            // if what we're colliding with is damageable
            if (_colliderHealth != null)
            {
                if (_colliderHealth.CurrentHealth > 0)
                {
                    OnCollideWithDamageable(_colliderHealth);
                }
            }

            // if what we're colliding with can't be damaged
            else
            {
                OnCollideWithNonDamageable();
            }
        }
Example #4
0
 public override void Apply(Character character)
 {
     _isStatusEffectActive.TryGetValue(character, out var statusEffectActive);
     if (statusEffectActive)
     {
         character.StopCoroutine(_coroutines[character]);
         Unapply(character);
     }
     else
     {
         StatusEffectEvent.Trigger(this, character, StatusEffectEventTypes.Start);
     }
     _isStatusEffectActive[character] = true;
     _coroutines[character]           = character.StartCoroutine(WaitForDurationThenUnapply(character));
 }
Example #5
0
 protected override void Unapply(Character character)
 {
     StatusEffectEvent.Trigger(this, character, StatusEffectEventTypes.Stop);
     _multipliers[character] /= Multiplier;
 }
Example #6
0
 public override void Apply(Character character)
 {
     StatusEffectEvent.Trigger(this, character, StatusEffectEventTypes.Start);
     _multipliers[character] *= Multiplier;
 }
Example #7
0
 private void StatusEffectStopFeedbacksTest()
 {
     StatusEffectEvent.Trigger(StatusEffect, Character, StatusEffectEventTypes.Stop);
 }
Example #8
0
 private void ApplyStatusEffectTest()
 {
     StatusEffectEvent.Trigger(StatusEffect, Character, StatusEffectEventTypes.Apply);
 }