private void ApplyHeal() { int amountOfHealthRestored = 0; foreach (AttackDice dice in _AttackDiceList) { if (dice == AttackDice.Hit_1 || dice == AttackDice.Hit_2) // hit applied for humans and monsters { amountOfHealthRestored++; CharacterOwner.Heal(1); } else if (dice == AttackDice.Human && (CharacterOwner.Stat.Type == PieceType.Human || CharacterOwner.Stat.Type == PieceType.Angel)) { // rolled human and piece attacking is human amountOfHealthRestored++; CharacterOwner.Heal(1); } else if (dice == AttackDice.Monster && CharacterOwner.Stat.Type != PieceType.Human && CharacterOwner.Stat.Type != PieceType.Angel) { //rolled dice is monster and piece attacking is monster, then hit piece amountOfHealthRestored++; CharacterOwner.Heal(1); } } _AppliedHeal = true; TotalHealText.text = "Total Health Restored: " + amountOfHealthRestored; }
/// <summary> /// First part of card effect heals the user. /// </summary> private void HealUser() { if (CharacterOwner) { CharacterOwner.Heal(AmountToHeal); } }
private void HealUser() { if (CharacterOwner.Stat == SpecialCharacter) { CharacterOwner.Heal(CharacterOwner.Stat.StartHealth - CharacterOwner.Stat.CurrentHealth); //fully heal (max health - current health } else { //Roll 3 attack dice and heal the damage CharacterOwner.Heal(AmountToHeal); } }