/// <summary> /// Applies a status effect to the entity on the specified tile. /// </summary> /// <param name="target">A Vector2Int specifying which tile to target</param> /// <param name="status">Enum located in BattleManager that corresponds to which status effect you want to apply</param> /// <param name="power">How much status to apply</param> /// <returns>True if there was something on this tile.</returns> public bool ApplyStatusEffectOnTile(Vector2Int target, BattleManager.StatusEffectEnum status, int power) { Debug.Log("Applying status effect " + status.ToString() + " on tile " + target + ", with power " + power); Roguelike.Tile targetTile = map[target.x, target.y]; TileCreature tarCreature = targetTile.GetEntityOnTile() as TileCreature; if (tarCreature != null) { tarCreature.ApplyStatusEffect(status, power); return(true); } return(false); }
public int Activate(Vector2Int player, Vector2Int target) { if (SelfTar) { return(BattleManager.player.GetStatusEffectValue(StatusEffect)); } else { TileCreature tc = BattleManager.instance.map.map[target.x, target.y].GetEntityOnTile() as TileCreature; if (tc != null) { return(tc.GetStatusEffectValue(StatusEffect)); } else { return(0); } } }