public override void ActivateWith(Actor.ActorController actor) { if (actor.GetComponent <Inventory>()) { Inventory inv = actor.GetComponent <Inventory>(); int throws = inv.AddItemIfAble(this); if (throws > 0) { if (GetComponent <EntityController>()) { transform.position = actor.transform.position; GetComponent <EntityController>().Velocity.y = 20; } } else { transform.position = new Vector3(0, 0, 0); gameObject.SetActive(false); } } }
public override void ActivateWith(Actor.ActorController actor) { base.Activate(); if (State == 0) { State++; int pick = Random.Range(0, PossibleChestContents.Length); UnityEngine.Object prefab = Resources.Load(PossibleChestContents[pick]); GameObject item = Instantiate(prefab) as GameObject; item.transform.position = transform.position; item.GetComponent <EntityController>().Velocity.x = Random.Range(-15, 15); item.GetComponent <EntityController>().Velocity.y = Random.Range(25, 35); item.transform.SetParent(GameObject.FindGameObjectWithTag("Ent").transform); } else { State = 0; } GetComponent <SpriteRenderer>().sprite = SpriteList[State]; }
public override void Hit(Item item, Actor.ActorController actor) { actor.Stats.ApplyDoT(item.Stats.Damage * 0.08f, 3); }
public abstract void Hit(Item item, Actor.ActorController actor);
// Use this for initialization void Start() { controller = GetComponent <Actor.ActorController>(); }
public virtual void ActivateWith(Actor.ActorController Actor) { }