public PickeableBuff PickBuff(int team) { PickeableBuff buffToReturn = currentBuff; if (currentBuff != PickeableBuff.None) { if (buff.activeInHierarchy) { buff.SetActive(false); buffCharge = 0; buffCoutner0.SetActive(false); buffCoutner1.SetActive(false); buffCoutner2.SetActive(false); buffCoutner3.SetActive(false); } if (currentBuff == PickeableBuff.semiHeal) { if (teamOfDeadHeal == team) { return(PickeableBuff.None); } playerDeadHeal.SetActive(false); } currentBuff = PickeableBuff.None; } return(buffToReturn); }
public void SpawnPlayerDeadHeal(int team, bool isEnemy) { currentBuff = PickeableBuff.semiHeal; teamOfDeadHeal = team; playerDeadHeal.SetActive(true); if (isEnemy) { playerDeadHeal.GetComponent <Renderer>().material.color = buffHealColor; } else { playerDeadHeal.GetComponent <Renderer>().material.color = fogColor; } }
public void SetBuffSpawner(CellType buffType) { isABuffSpawner = true; buffSpawner.SetActive(true); buffCharge = 2; Color currentBuffColor = buffHealColor; switch (buffType) { case CellType.BuffEnergize: currentBuffColor = buffEnergizeColor; buffToSpawn = PickeableBuff.Energize; break; case CellType.BuffHeal: currentBuffColor = buffHealColor; buffToSpawn = PickeableBuff.Heal; break; case CellType.BuffHaste: currentBuffColor = buffHasteColor; buffToSpawn = PickeableBuff.Haste; break; case CellType.BuffMight: currentBuffColor = buffMightColor; buffToSpawn = PickeableBuff.Might; break; } buff.GetComponent <Renderer>().material.color = currentBuffColor; buffCoutner0.GetComponent <SpriteRenderer>().color = currentBuffColor; buffCoutner1.GetComponent <SpriteRenderer>().color = currentBuffColor; buffCoutner2.GetComponent <SpriteRenderer>().color = currentBuffColor; buffCoutner3.GetComponent <SpriteRenderer>().color = currentBuffColor; buffCoutner0.SetActive(true); buffCoutner1.SetActive(true); }
private void TickBuffSpawn() { buffCharge++; switch (buffCharge) { case 1: buffCoutner0.SetActive(true); break; case 2: buffCoutner1.SetActive(true); break; case 3: buffCoutner2.SetActive(true); break; case 4: buffCoutner3.SetActive(true); buff.SetActive(true); currentBuff = buffToSpawn; break; } }