public void HealUnit(int value, Skill.Actions action) { Debug.Log("Healing: " + GetData().characterMoniker + " for " + value.ToString()); int nwHlth = GetData().GetCurrHealth() + value; nwHlth = nwHlth > GetData().GetMaxHP() ? GetData().GetMaxHP() : nwHlth; if (nwHlth != GetData().GetCurrHealth()) { GetData().SetCurrHealth(nwHlth); //FloatUp(action, "+" + value.ToString(), Color.green, "Unit Healed", false); HealAnim(AnimationInteractionController.ReturnWaitTime(action)); } }
public void ReceiveAtkBuff(int buff, Skill.Actions action = Skill.Actions.None) { GetData().SetAttackBuff(GetData().GetAttackBuff() + buff); //int newAtk = GetData().GetAttack() + buff; if (buff != 0) { if (buff > 0) { RageAnim(AnimationInteractionController.ReturnWaitTime(action)); //FloatUp(action, "+" + buff + " atk", Color.blue, "atk buff", false); } else { HobbleAnim(AnimationInteractionController.ReturnWaitTime(action)); //FloatUp(action, "-" + buff + " atk", Color.cyan, "atk sickness", true); } } }
public bool IsAttackedEnvironment(int atkPwr, Skill.Actions act = Skill.Actions.None) { if (_data.GetAegis()) { SetAegis(false, AnimationInteractionController.ReturnWaitTime(act)); return(false); } //Damage the unit GetData().IsAttacked(atkPwr); //FloatUp("-" + atkPwr.ToString(), Color.red, ATK_WAIT); FloatUp(act, "-" + atkPwr.ToString(), Color.red, "Took env damage", true); if (GetData().IsDead() && !givenExp) { givenExp = true; BoardProxy.instance.GiveLowestCharLvl(this); return(true); } return(false); }