public override void ReceiveHeal(float netHeal, StatsEffected statsHealed) { myStats.health_C += netHeal; if (myStats.health_C > myStats.health_M) { myStats.health_C = myStats.health_M; } EventBroadcaster.Instance.PostEvent(EventNames.UPDATE_UNIT_HEALTH); }
// Update is called once per frame private void Update() { m_effectStats = this; if (!Application.isPlaying && m_effectingStats == null && m_statsEffected == null) { m_effectingStats = new List <string>(); m_statsEffected = new List <string>(); m_statChanges = new StatChange(); m_statChanges = StatChange.Additive; indexValueEffecting = 0; indexValueEffected = 0; } }
public override void ReceiveDamage(float netDamage, StatsEffected statsDamaged) { // Here we compute the resistance of the certain elements myStats.health_C -= netDamage; if (myStats.health_C < 0) { myStats.health_C = 0; } EventBroadcaster.Instance.PostEvent(EventNames.UPDATE_UNIT_HEALTH); if (visualTextHolder != null) { visualTextHolder.ShowDamage(netDamage); } myStats.GainsFromDamage(netDamage); }
private void CalculateStat(SecStatistic secondEffecting, SecStatistic secondEffected, StatsEffected m_stats) { secondEffected.stats = m_stats.operate(secondEffecting.stats, secondEffected.stats); }
//Overloaded functions for primary and secondary change in stats. private void CalculateStat(PrimStatisic primary, SecStatistic second, StatsEffected m_stats) { //Uses the operators in the statseffected to return the funcs. second.stats = m_stats.operate(primary.stats, second.stats); }
private void OnValidate() { m_effectStats = this; }
public virtual void ReceiveHeal(float netHeal, StatsEffected statsHealed) { }
public virtual void ReceiveDamage(float netDamage, StatsEffected statsDamaged) { }