private void OnEndInteract(Character_Base character, bool success)
    {
        CharacterState_Base CState = character.GetComponent <CharacterState_Base>();

        if (success)
        {
            foreach (ChangeStateValueInfo info in SuccessChangeValues)
            {
                switch (info.valueType)
                {
                case StateValueType.Stamina:
                    CState.AIStamina += info.amount;
                    break;
                }
            }
        }
        else
        {
            foreach (ChangeStateValueInfo info in FailChangeValues)
            {
                switch (info.valueType)
                {
                case StateValueType.Stamina:
                    CState.AIStamina += info.amount;
                    break;
                }
            }
        }
    }
Esempio n. 2
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    private void SetUp()
    {
        if (animator == null)
        {
            animator = GetComponentInChildren <Animator>();
        }
        rb = GetComponent <Rigidbody>();
        if (equipmentManager == null)
        {
            equipmentManager = GetComponent <EquipmentManager>();
        }
        CState             = GetComponent <CharacterState_Base>();
        CState.DeathEvent += OnDeath;
        LastMoveDirection  = transform.forward;
        SetMoveMode(MoveMode.walk);

        GameObject g = Instantiate(UIPrefab);

        g.GetComponent <UI_UnitBar>().SetOwner(this, CState);
    }
Esempio n. 3
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 public void PossessCharacter(GameObject target)
 {
     character = target.GetComponent <Character_Base>();
     state     = target.GetComponent <CharacterState_Base>();
 }
Esempio n. 4
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 public void SetOwner(Character_Base c, CharacterState_Base cState)
 {
     character  = c;
     attributes = cState;
 }