Esempio n. 1
0
    public override void Apply(Unit caster, List <Unit> receivers, CellGrid cellGrid)
    {
        Animator anim = caster.GetComponentInChildren <Animator>();

        anim.SetBool("Attack", true);
        anim.SetBool("Idle", false);

        foreach (var receiver in receivers)
        {
            int damage = UnityEngine.Random.Range(MinDamage, MaxDamage + 1);
            caster.DealDamage2(receiver, damage);
            RootedDebuff debuff = new RootedDebuff();
            receiver.Buffs.Add(debuff);
            debuff.Apply(receiver);
        }

        caster.ActionPoints--;
        SetCooldown();
    }
Esempio n. 2
0
    public override void Apply(Unit caster, List <Cell> cells, CellGrid cellGrid)
    {
        Animator anim = caster.GetComponentInChildren <Animator>();

        anim.SetBool("Attack", true);
        anim.SetBool("Idle", false);

        foreach (var currentCell in cells)
        {
            if (currentCell.Occupent != null)
            {
                int damage = UnityEngine.Random.Range(MinDamage, MaxDamage + 1);
                caster.DealDamage2(currentCell.Occupent, damage);
                RootedDebuff debuff = new RootedDebuff();
                debuff.Apply(currentCell.Occupent);
                currentCell.Occupent.Buffs.Add(debuff);
            }
        }

        caster.ActionPoints--;
        SetCooldown();
    }