void DeathStatus(BattleBehavior behavior, BattlerType type) { if (behavior.Name == Character.BattleBehavior.Name) { statusText.text = "Fainted"; statusText.color = Color.white * 0.85f; } }
public ToxicBite(BattleBehavior parent) { BattleBehavior = parent; Name = "Toxic Bite"; Description = ""; RequiredSP = 10; Power = 1.3f; ActionTarget = ActionTarget.LivePartyMember; }
public Restore(BattleBehavior parent) { BattleBehavior = parent; Name = "Super Restore"; Description = "Restores 250 HP to a party member."; RequiredSP = 20; Power = 0; ActionTarget = ActionTarget.LivePartyMember; }
public YoureFired(BattleBehavior parent) { BattleBehavior = parent; Name = "You're Fired!"; Description = ""; RequiredSP = 12; Power = 1.1f; ActionTarget = ActionTarget.LivePartyMember; }
public CombOver(BattleBehavior parent, GameObject combPrefab) { cameraPos = Camera.main.transform.position; CombPrefab = combPrefab; BattleBehavior = parent; Name = "Stylish Comb-Over"; Description = ""; RequiredSP = 12; Power = 1.2f; ActionTarget = ActionTarget.Party; }
public GreatWallOfMexico(BattleBehavior parent, GameObject wallPrefab) { cameraPos = Camera.main.transform.position; WallPrefab = wallPrefab; BattleBehavior = parent; Name = "Great Wall of Mexico"; Description = ""; RequiredSP = 15; Power = 1.6f; ActionTarget = ActionTarget.LivePartyMember; }
public ShootingStars(BattleBehavior parent) { BattleBehavior = parent; Name = "Shooting Stars"; Description = "Attack all enemies with a barrage of stars."; RequiredSP = 25; Power = 2f; ActionTarget = ActionTarget.Enemy; //Change light = GameObject.FindGameObjectWithTag("Light").GetComponent<Light>(); StarPrefab = Resources.Load<GameObject>("Star"); }
void BattlerDied(BattleBehavior battler, BattlerType type) { StartCoroutine(DeathRoutine(battler, type)); }
//For when a character or enemy dies IEnumerator DeathRoutine(BattleBehavior battler, BattlerType type) { wait = true; if (type == BattlerType.Character) { yield return battler.CharacterDie(); } else if (type == BattlerType.Enemy) { yield return battler.EnemyDie(); } wait = false; }