private void ActivatedPassive(PerkProfile perk) { switch (perk.UnitType) { case UnitType.Enemy: foreach (var i in perk.GetPerkParam()) { enemyFactory.AddNewPercEnemy(i); } break; case UnitType.Hero: foreach (var i in perk.GetPerkParam()) { heroController.SetParamSettings(i); } break; case UnitType.All: foreach (var i in perk.GetPerkParam()) { heroController.SetParamSettings(i); enemyFactory.AddNewPercEnemy(i); } break; default: break; } }
public void AddNowPerk(PerkProfile perk) { ActivatedPerk(perk); if (perk.IsRepeat == false) { allPerk.Remove(perk); } }
private void ClosePanel(PerkProfile perc) { if (perc != null) { perkDataBase.AddNowPerk(perc); } perkUI.SetActive(false); CoreLoopGame.Instance.AddNewPerk(); }
private void ActivatedEffect(PerkProfile perk) { foreach (var i in activePerk) { if (i.activePerk == null) { if (perk.active.ActiveType == ActiveType.Enemy) { perk.active.Init(enemyFactory.AliveEnemy); } if (perk.active.ActiveType == ActiveType.Hero) { perk.active.Init(heroController); } i.InitPerc(perk.active); break; } } }
private void ActivatedPerk(PerkProfile perk) { Debug.Log("Perc Activated: " + perk.PerkName); switch (perk.PerkType) { case PerkType.Passive: ActivatedPassive(perk); break; case PerkType.Effect: ActivatedEffect(perk); break; case PerkType.Object: break; case PerkType.Aura: ActivatedAura(perk); break; default: break; } }
private void ActivatedAura(PerkProfile perk) { heroController.AddAuraPerc(perk.auraUnit); }