/// <summary> /// Received when the combat controller receives a heal. /// </summary> /// <param name="e"></param> void OnHealEvent(Combat.HealEvent e) { this.OnHeal(e.value); // Announce that health has been modified this.gameObject.Dispatch <HealthModifiedEvent>(new HealthModifiedEvent(this)); }
/// <summary> /// Restores this character's health and removes all negative effects /// </summary> protected override void OnRestore() { float heal = this.health.maximum; var healEvent = new Combat.HealEvent(); healEvent.value = heal; this.gameObject.Dispatch <Combat.HealEvent>(healEvent); this.onRestore(); }
//------------------------------------------------------------------------/ // Methods //------------------------------------------------------------------------/ protected override void OnApply(CombatController caster, CombatController target) { float heal = (this.percentage / 100.0f) * QueryPotency(target, PotencyQuery.HealingDealt); // target.health.maximum; //Trace.Script("Sending heal event with value of " + heal); var healEvent = new Combat.HealEvent(); healEvent.value = heal; target.gameObject.Dispatch <Combat.HealEvent>(healEvent); }
protected override void OnApply(CombatController source, CombatController target) { // Calculate healing to apply int damage = (int)((this.potency / 100) * QueryPotency(source, PotencyQuery.HealingDealt)); // Send a damage event to the target var healEvent = new Combat.HealEvent(); healEvent.value = damage; target.gameObject.Dispatch <Combat.HealEvent>(healEvent); }