コード例 #1
0
ファイル: ModifyAttribute.cs プロジェクト: vRNI/StealthGame
        /// <summary>
        /// Called when the effect is meant to be deactivated
        /// </summary>
        public override void Deactivate()
        {
            if (mMessage != null)
            {
                if (ResetOnDeactivate)
                {
                    float lCurrentValue = mActorCore.AttributeSource.GetAttributeValue <float>(mMessage.AttributeID);
                    mActorCore.AttributeSource.SetAttributeValue(mMessage.AttributeID, lCurrentValue - mChange);
                }

                mMessage.Release();
                mMessage = null;
            }

            base.Deactivate();
        }
コード例 #2
0
ファイル: ModifyAttribute.cs プロジェクト: vRNI/StealthGame
 /// <summary>
 /// Sets the message that will be run each time damage should be processed
 /// </summary>
 /// <param name="rMessage">Message containing information about the damage</param>
 /// <param name="rTriggerDelay">Time in seconds between triggering</param>
 /// <param name="rMaxAge">Max amount of time the effect can last</param>
 public void Activate(float rTriggerDelay, float rMaxAge, AttributeMessageOld rMessage)
 {
     mChange  = 0f;
     mMessage = rMessage;
     base.Activate(rTriggerDelay, rMaxAge);
 }