public void TriggerRemove(BuffSystem.TriggerEndBuff trigger, CharCombatValues doer) { if (_buffOwner == doer && _trigger == trigger) { RemoveBuff(); } }
public void Act(GameObject go) { _buffSystem = FindObjectOfType <BuffSystem>(); _buffOwner = go.GetComponent <CharCombatValues>(); AddBuff(); }
public void EndBuffTrigger(TriggerEndBuff trigger, CharCombatValues doer) { // from N to 0 so we can remove buffs from list during for loop for (int i = buffs.Count - 1; i >= 0; i--) { // check type if (buffs[i] is BuffEndOnTrigger) { (buffs[i] as BuffEndOnTrigger).TriggerRemove(trigger, doer); } } }
private void Awake() { _combatValues = GetComponent <CharCombatValues>(); }
private void Start() { Text = GetComponent <TextMeshProUGUI>(); CombatValues = FindObjectOfType <BattleUnitPlayer>().GetComponent <CharCombatValues>(); }