private void HitEffects() { foreach (var Effect in BehaviourList.BoxBehaviours) { Effect.Action(); } }
IEnumerator UseEffect(Effect effect) { effect.Action(); yield return(new WaitForSeconds(effect.Duration)); effect.PostAction(); RefreshEffects(); }
//check if the object should die and do all the death actions private void CheckDeath(float lastAmountTaken, Transform lastDamager) { if (_health <= 0) { foreach (var Effect in _behaviourList.BoxBehaviours) { Effect.Action(); } DeathEvent message = new DeathEvent(); message.CharacterType = _characterType; message.DamageTaken = lastAmountTaken; message.DeathDealer = lastDamager; message.OverkillAmount = _health; _deathEventH(this, message); } }
public void DoCardAction(Vector2 position, Faction faction) { effect.Action(position, faction); }