public void Notify(Tile target) { DamageData dd = new DamageData(); if (target.Unit) { dd.target = target.Unit; } dd.source = GetComponent <Unit>(); PinEffect.StaticApply(dd); FinishUse(); }
public void Notify(Tile target) { DamageData dd = new DamageData(); if (target.Unit) { dd.target = target.Unit; } dd.source = GetComponent <Unit>(); PinEffect.StaticApply(dd); uses--; dd.source.StartAttackSequence(target.Unit); //FinishUse(); }
public int StaticApply(DamageData dd, int duration = 1) { PinEffect.StaticApply(dd, duration); return(Damage.StaticApply(dd)); // may kill target, do last. Just to keep the sequence more safe. }