public static void GetEffects(List <int> States, HolderDataCharacter player) { foreach (var state in States) { player.character.AddEffect(StaticValues.States.States[state]); } }
int Attack(HolderDataCharacter character, List <DamageClass> dmg) { var stats = character.character.currentStats; result = new IPS_Move(); if (data.character.currentStats.HitChance()) { if (stats.ParryChance()) { //IPS_Functions.GetParry(character); return(0); } else if (stats.EvadeChance()) { IPS_Functions.GetEvade(); return(0); } IPS_Functions.GetDamage(dmg, character.gameObject); } else { IPS_Functions.GetMiss(); } return(0); }
public Attack(PlayerMachine.Data _data, int _index) { index = _index; data = _data; targetAi = null; targetPlayer = null; if (data.targets[0].TryGetComponent(out HolderDataEnemy enemy)) { targetAi = enemy; } if (data.targets[0].TryGetComponent(out HolderDataCharacter character)) { targetPlayer = character; } SetTarget(); SetBools(); }