private void SpawnBuff(TypeOfBuff obj, Vector3 pos) { GameObject Buff; switch (obj) { case TypeOfBuff.HP: Buff = Instantiate(Buffs[0], pos, Quaternion.identity); break; case TypeOfBuff.Floor: Buff = Instantiate(Buffs[1], pos, Quaternion.identity); break; case TypeOfBuff.Size: Buff = Instantiate(Buffs[2], pos, Quaternion.identity); break; } }
static void ApplyBuffOnTarget(TroopScript Buffer, TroopScript Buffed , TypeOfBuff bufftype) { float strenght = BuffValue(Buffer); if (bufftype == TypeOfBuff.AttackCounter) Buffed.SetCounterAttackBuff(strenght); else if (bufftype == TypeOfBuff.AttackDirect) Buffed.SetDirectAttackBuff(strenght); else if (bufftype == TypeOfBuff.AttackTotal) Buffed.SetTotalAttackBuff(strenght*0.7f); else if (bufftype == TypeOfBuff.MatkCounter) Buffed.SetCounterMatkBuff(strenght); else if (bufftype == TypeOfBuff.MatkDirect) Buffed.SetDirectMatkBuff(strenght); else if (bufftype == TypeOfBuff.MatkTotal) Buffed.SetTotalMatkBuff(strenght*0.7f); else if (bufftype == TypeOfBuff.Defense) Buffed.SetDefenseBuff(strenght); else if (bufftype == TypeOfBuff.Mdef) Buffed.SetMdefBuff(strenght); else if (bufftype == TypeOfBuff.Speed) Buffed.SetSpeedBuff(strenght); }
public static void MainBuffMethod(TroopScript Buffer, TroopScript Target, Skill _buffSkill, TypeOfBuff[] _dabuffsecsdee) { for (int i = 0;i<_dabuffsecsdee.Length;i++) //logic to pick the target buff goes on _dabuffsecsdee ApplyBuffOnTarget(Buffer,Target,_dabuffsecsdee[i]); }
public static TypeOfBuff[] CreateBuffList(TroopScript Buffer, TroopScript Target,Skill Buffskill) { int value = CountAndSetNumberOfPeopleYouCanBuff(Buffer,Target,Buffskill); TypeOfBuff[] BuffsImmaCast = new TypeOfBuff[value]; //add all the buffs to the list because i really cant this should go in the AI Troop and UserTroop script in the future return BuffsImmaCast; }