public override IEnumerator ApplyEffect(List <Effect> effects)
        {
            bool noInteruption = true;

            int limit = effects.Count;

            for (int i = 0; i < limit; i++)
            {
                try
                {
                    if (effects[i].name.Equals("Shock"))
                    {
                        noInteruption = false;
                        characterBattleController.DestroyEffect(effects[i], effects);

                        StunnedEffect stunnedEffect = new StunnedEffect(characterBattleController);
                        characterBattleController.TryAddEffect(stunnedEffect, effects);
                        i--;
                    }
                }
                catch (Exception e)
                {
                    Console.WriteLine(e);
                }
            }

            //effects.Add(this);
            characterBattleController.AddEffect(this, effects);

            Debug.Log(characterBattleController.gameObject.name + " is wet");
            yield return(null);
        }
Exemple #2
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        public override IEnumerator ApplyEffect(List <Effect> effects)
        {
            // Here I can check other effects in list...

            bool noInteruption = true;

            int limit = effects.Count;

            for (int i = 0; i < limit; i++)
            {
                try
                {
                    if (effects[i].name.Equals("Frozen"))
                    {
                        noInteruption = false;
                    }
                    if (effects[i].name.Equals("Wet") || effects[i].name.Equals("Shocked"))
                    {
                        noInteruption = false;
                        characterBattleController.DestroyEffect(effects[i], effects);

                        StunnedEffect stunnedEffect = new StunnedEffect(characterBattleController);
                        characterBattleController.TryAddEffect(stunnedEffect, effects);

                        i--;
                    }
                }
                catch (Exception e)
                {
                    Console.WriteLine(e);
                }
            }

            if (noInteruption)
            {
                //effects.Add(this);
                characterBattleController.AddEffect(this, effects);

                characterBattleController.characterDataComponent.apRecoveryModifier -= 1;
                Debug.Log(characterBattleController.gameObject.name + " is zapped for " + duration + " turns.");
                yield return(null);
            }
        }