public override void Apply(GameObject player)
    {
        EffectiveHealth hp = player.GetComponent <EffectiveHealth>();

        hp.m_Resistance.Fire += 1;
        StartInferno();
    }
    public override void Apply(GameObject player)
    {
        PlayerController claimer = player.GetComponent <PlayerController>();
        EffectiveHealth  hp      = claimer.GetComponent <EffectiveHealth>();

        hp.CurrentHealth += m_OverHeal;
    }
Exemple #3
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    private void HealWall(Transform locationTransform)
    {
        // First, get the child object
        GameObject      wallObject = locationTransform.gameObject;
        EffectiveHealth health     = wallObject.GetComponent <EffectiveHealth>();

        health.CurrentHealth += kRepairRate;
    }
Exemple #4
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 public override void Apply(GameObject obj)
 {
     if (PlayerLocator.instance.IsPlayer(obj))
     {
         EffectiveHealth health = obj.GetComponent <EffectiveHealth>();
         health.Heal(kHealthBoost);
     }
 }
Exemple #5
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    public override void Apply(GameObject multi)
    {
        EffectiveHealth hp = multi.GetComponent <EffectiveHealth>();

        hp.m_Resistance.Earth += kResistanceBoost;
        hp.m_Resistance.Fire  += kResistanceBoost;
        hp.m_Resistance.Frost += kResistanceBoost;
        hp.m_Resistance.Wind  += kResistanceBoost;
    }
Exemple #6
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    public override void Remove(GameObject multi)
    {
        EffectiveHealth hp = multi.GetComponent <EffectiveHealth>();

        hp.m_Resistance.Earth -= kResistanceBoost;
        hp.m_Resistance.Fire  -= kResistanceBoost;
        hp.m_Resistance.Frost -= kResistanceBoost;
        hp.m_Resistance.Wind  -= kResistanceBoost;
    }
Exemple #7
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 private void OnTriggerStay2D(Collider2D collision)
 {
     if (m_NextDamageTimer > 1.0f)
     {
         EffectiveHealth health = collision.gameObject.GetComponent <EffectiveHealth>();
         if (health != null)
         {
             // We are only interested in horizontal distance
             float distance = Mathf.Abs(collision.transform.position.x - transform.position.x);
             float range    = collision.bounds.extents.x * gameObject.transform.lossyScale.x;
             // The closer we are to the collider center, the more damage we should take
             float distanceRatio = Mathf.Clamp(1 - distance / range, 0, float.MaxValue);
             float damage        = distanceRatio * kMaxDamage;
             health.TakeDamage((int)damage, ElementalType.FIRE);
         }
     }
 }
 // Use this for initialization
 void Start()
 {
     kHealth = GetComponent <EffectiveHealth>();
     m_CollisionEventBuffer = new List <ParticleCollisionEvent>();
     kRigidBody             = GetComponent <Rigidbody2D>();
 }
 public void Start()
 {
     m_Health = GetComponent <EffectiveHealth>();
 }
    public override void Remove(GameObject player)
    {
        EffectiveHealth hp = player.GetComponent <EffectiveHealth>();

        hp.m_Resistance.Fire -= 1;
    }
Exemple #11
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 // Use this for initialization
 new void Start()
 {
     kHealth = GetComponent <EffectiveHealth>();
     base.Start();
 }