Esempio n. 1
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    public void PerformPray(CampSiteCharacter characterClicked)
    {
        Debug.Log("CampSiteManager.PerformPray() called...");

        // heal 50%
        characterClicked.myCharacterData.ModifyCurrentHealth(characterClicked.myCharacterData.maxHealth / 2);


        ModifyCurrentCampSitePoints(-prayPointCost);
        awaitingPrayChoice = false;
        prayButton.SetGlowOutilineViewState(false);
        SetCharacterArrowViewStates(false);
        ClearAllOrders();
    }
Esempio n. 2
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    // Trigger Camp Site Events
    #region
    public void PerformTriage(CampSiteCharacter characterClicked)
    {
        Debug.Log("CampSiteManager.PerformTriage() called...");

        // heal 50%
        characterClicked.myCharacterData.ModifyCurrentHealth(characterClicked.myCharacterData.maxHealth / 2);

        // VFX
        VisualEffectManager.Instance.CreateTriageEffect(characterClicked.transform.position, VisualEffectManager.Instance.campsiteVfxSortingLayer);

        // Modify properties and resolve
        ModifyCurrentCampSitePoints(-triagePointCost);
        awaitingTriageChoice = false;
        SetCharacterArrowViewStates(false);
        ClearAllOrders();
    }
Esempio n. 3
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    public void PerformRead(CampSiteCharacter characterClicked)
    {
        Debug.Log("CampSiteManager.PerformRead() called...");

        // Grant +1 Wisdom
        characterClicked.myCharacterData.ModifyWisdom(1);

        // VFX
        VisualEffectManager.Instance.CreateReadEffect(characterClicked.transform.position, VisualEffectManager.Instance.campsiteVfxSortingLayer);

        // Modify properties and resolve
        ModifyCurrentCampSitePoints(-readPointCost);
        awaitingReadChoice = false;
        readButton.SetGlowOutilineViewState(false);
        SetCharacterArrowViewStates(false);
        ClearAllOrders();
    }
Esempio n. 4
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 public void SetupCampSiteCharacter(CampSiteCharacter characterSlot, CharacterData characterData)
 {
     characterSlot.InitializeSetup(characterData);
 }