public void AddLevel() { //FloatUp(Skill.Actions.DidKill, "+1xp", Color.green, "gained +1 xp", true); AnimationInteractionController.InteractionAnimationGameobject( BoardProxy.instance.glossary.GetComponent <Glossary>().exp, gameObject, AnimationInteractionController.ANIMATION_WAIT_TIME_LIMIT, true); _data.SetLvl(_data.GetLvl() + 1); }
public void EvalDeath(UnitProxy unit) { TileProxy tle = BoardProxy.instance.GetTileAtPosition(unit.GetPosition()); tle.CreateAnimation(Glossary.fx.bloodExplosions); //tle.FloatUp(Skill.Actions.None,"Death", Color.red,"Character died"); AnimationInteractionController.InteractionAnimationGameobject( BoardProxy.instance.glossary.GetComponent <Glossary>().skull, tle.gameObject, AnimationInteractionController.NO_WAIT, true); tle.RemoveGridObjectProxy(unit); Destroy(unit.gameObject); EvaluateGame(); }
void SicklyAnim(float wait = 0) { AnimationInteractionController.InteractionAnimationGameobject( BoardProxy.instance.glossary.GetComponent <Glossary>().emoteSickly, gameObject, wait, true); }
void LostAegisAnim(float wait = 0) { GainedAegisAnim(wait); AnimationInteractionController.InteractionAnimationGameobject( BoardProxy.instance.glossary.GetComponent <Glossary>().emoteAegisLost, gameObject, wait, true); }