Esempio n. 1
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 public void AddLevel()
 {
     //FloatUp(Skill.Actions.DidKill, "+1xp", Color.green, "gained +1 xp", true);
     AnimationInteractionController.InteractionAnimationGameobject(
         BoardProxy.instance.glossary.GetComponent <Glossary>().exp, gameObject, AnimationInteractionController.ANIMATION_WAIT_TIME_LIMIT, true);
     _data.SetLvl(_data.GetLvl() + 1);
 }
Esempio n. 2
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    public void EvalDeath(UnitProxy unit)
    {
        TileProxy tle = BoardProxy.instance.GetTileAtPosition(unit.GetPosition());

        tle.CreateAnimation(Glossary.fx.bloodExplosions);
        //tle.FloatUp(Skill.Actions.None,"Death", Color.red,"Character died");
        AnimationInteractionController.InteractionAnimationGameobject(
            BoardProxy.instance.glossary.GetComponent <Glossary>().skull, tle.gameObject, AnimationInteractionController.NO_WAIT, true);

        tle.RemoveGridObjectProxy(unit);
        Destroy(unit.gameObject);
        EvaluateGame();
    }
Esempio n. 3
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 void SicklyAnim(float wait = 0)
 {
     AnimationInteractionController.InteractionAnimationGameobject(
         BoardProxy.instance.glossary.GetComponent <Glossary>().emoteSickly, gameObject, wait, true);
 }
Esempio n. 4
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 void LostAegisAnim(float wait = 0)
 {
     GainedAegisAnim(wait);
     AnimationInteractionController.InteractionAnimationGameobject(
         BoardProxy.instance.glossary.GetComponent <Glossary>().emoteAegisLost, gameObject, wait, true);
 }