void GenerateRelics() { var relics = new Relic[UnityEngine.Random.Range(1, 4)]; for (int i = 0; i < relics.Length; i++) { relics[i] = Inventory.Add(Relic.GenerateRelicForEnemyLevel(Enemies[0].Level)); } OnRelics?.Invoke(this, new BattleEventArgs(Enemies, Party.ToArray(), relics, Round)); }
public void Feed(Relic relic, Action <InteractionResult> callback) { LightPts += relic.LightPts; DarkPts += relic.DarkPts; EarthPts += relic.EarthPts; Element = GetElement(LightPts, DarkPts, EarthPts); CurrentHP += relic.HP; if (CurrentHP < 1) { CurrentHP = 1; // feeding a puppet a relic can't kill it } MaxHP += relic.HP; Attack += relic.Attack; Defense += relic.Defense; Speed += relic.Speed; Level += relic.Level; RemainingEvolutions += 1; Mana += relic.Mana; CalcValue(); Inventory.Remove(relic); callback(new InteractionResult(InteractionState.Success)); }