public void newActorTarget(ObjectActor Target, string name) { effectsObject.SetActive(true); panel.SetActive(true); resetTargetPanel(); TargetActor = Target; TargetCombatable = Target as ObjectCombatable; targetType = 3; TargetName.text = name; queueObject.SetActive(true); targetQueue.setQueue(TargetActor); effects.setList(TargetActor); //if (Player.getWis() >= 20) //{ TargetHealthBarObject.SetActive(true); healthBarSet(true); //if (Player.getWis() >= 30 && Player.getInt() >= 20) //{ TargetEnergyBarObject.SetActive(true); energyBarSet(true); //} //} skillActivationObs = gameObject.AddComponent <IntObserver>(); skillActivationObs.setupObserver(setProgressBar); Target.skillDequeueSubscribe(skillActivationObs); skillCompletionObs = gameObject.AddComponent <IntObserver>(); skillCompletionObs.setupObserver(deactivateProgressBar); Target.skillFinishSubscribe(skillCompletionObs); }
public void setup() { if (this.target != null) { removalSub = gameObject.AddComponent <IntObserver>();// dequeue index. usually 0. removalSub.setupObserver(shiftByIndex); target.effectRemoveSubscribe(removalSub); additionSub = gameObject.AddComponent <GameObjectObserver>(); additionSub.setupObserver(effectAddToList); target.effectAddSubscribe(additionSub); death = gameObject.AddComponent <GameObjectObserver>(); death.setupObserver(targetDied); target.deathSubscribe(death); } }
public void setup() { if (this.target != null) { dequeue = gameObject.AddComponent <IntObserver>();// dequeue index. usually 0. dequeue.setupObserver(skillRemovedByIndex); target.skillDequeueSubscribe(dequeue); enqueue = gameObject.AddComponent <GameObjectObserver>(); enqueue.setupObserver(skillEnqueued); target.skillEnqueueSubscribe(enqueue); death = gameObject.AddComponent <GameObjectObserver>(); death.setupObserver(targetDied); target.deathSubscribe(death); } }