Esempio n. 1
0
 /// <summary>
 /// Similar to a revive, except for summons, it always restore the summon
 /// to full health and mana, purging status effects, and may be used while the summon
 /// is alive (hence not always needing to register the partyMember alive again)
 /// </summary>
 /// <param name="summon"></param>
 public void RestoreSummon(PartyMember summon)
 {
     if (summon.CheckDeath() == true)
     {
         RegisterPartyMemberAlive(summon);
     }
     summon.AddHP((int)(summon.HP));
     summon.AddMP((int)(summon.MP));
     summon.RemoveAllStatusEffects();
     summon.GetSummonBuff();
 }
Esempio n. 2
0
        /// <summary>
        /// Adds a loaded summon to the party
        /// </summary>
        /// <param name="summoner"> PartyMember summoning this </param>
        /// <param name="className"> Class of the summon (which is the unique ID) </param>
        /// <param name="ID"> Unique ID to be assigned to this summon </param>
        public void AddPartyMemberSummon(PartyMember summoner, string className, int ID)
        {
            GameObject  clone  = Instantiate(partyMember, new Vector3(0f, 0f, 0f), Quaternion.identity);
            PartyMember summon = clone.GetComponent <PartyMember>();

            summon.gameObject.transform.SetParent(gameObject.transform, false);
            summon.ID = ID;
            summon.InitSummon(summons.Find(s => s.className == className), summoner);

            partyMembersAlive.Add(summon);
            partyMembersAll.Add(summon);
            EventManager.instance.UpdatePartyMembers();
            summon.GetSummonBuff();     // have to add the buff AFTER the summon's pmvc is initted (so all visual components can be used)
        }