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(); }
// 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(); }
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(); }
public void SetupCampSiteCharacter(CampSiteCharacter characterSlot, CharacterData characterData) { characterSlot.InitializeSetup(characterData); }