private void ApplyHeal() { int amountOfHealthRestored = 0; foreach (AttackDice dice in _AttackDiceList) { if (dice == AttackDice.Hit_1 || dice == AttackDice.Hit_2) // hit applied for humans and monsters { amountOfHealthRestored++; CharacterOwner.Heal(1); } else if (dice == AttackDice.Human && (CharacterOwner.Stat.Type == PieceType.Human || CharacterOwner.Stat.Type == PieceType.Angel)) { // rolled human and piece attacking is human amountOfHealthRestored++; CharacterOwner.Heal(1); } else if (dice == AttackDice.Monster && CharacterOwner.Stat.Type != PieceType.Human && CharacterOwner.Stat.Type != PieceType.Angel) { //rolled dice is monster and piece attacking is monster, then hit piece amountOfHealthRestored++; CharacterOwner.Heal(1); } } _AppliedHeal = true; TotalHealText.text = "Total Health Restored: " + amountOfHealthRestored; }
/// <summary> /// First part of card effect heals the user. /// </summary> private void HealUser() { if (CharacterOwner) { CharacterOwner.Heal(AmountToHeal); } }
private void Awake() { _charOwner = GetComponent <CharacterOwner>(); currentHealth = maxHealth; currentStamina = maxStamina; currentThirst = maxThirst; currentHunger = maxHunger; }
private void OnEnable() { _buildingUI = FindObjectOfType <BuildingUI>(); _buildingUI.SetEnabledValue(true); _camera = Camera.main; _charOwner = CharacterOwner.Instance; canBuild = true; }
public static bool IsBichehost(this CharacterOwner owner) { return(new[] { CharacterOwner.Aler, CharacterOwner.Host, CharacterOwner.Fanta, CharacterOwner.Ness, CharacterOwner.Qwear, }.Contains(owner)); }
private void Awake() { _instance = this; _input = GetComponent <IInput>(); _movement = GetComponent <IMovement>(); _animator = GetComponent <IAnimator>(); _groundCheck = GetComponent <IGroundCheck>(); _playerUI = GetComponent <PlayerUI>(); _characterStats = GetComponent <CharacterStats>(); _spawnPlayer = GetComponent <SpawnPlayer>(); _playerDeath = GetComponent <PlayerDeath>(); }
private void HealUser() { if (CharacterOwner.Stat == SpecialCharacter) { CharacterOwner.Heal(CharacterOwner.Stat.StartHealth - CharacterOwner.Stat.CurrentHealth); //fully heal (max health - current health } else { //Roll 3 attack dice and heal the damage CharacterOwner.Heal(AmountToHeal); } }
public void AddPlayerToList(CharacterOwner player) { _players.Add(player); }
private void Start() { _charOwner = CharacterOwner.Instance; }
private void Awake() { _charOwner = GetComponent <CharacterOwner>(); }
private void Awake() { _charOwner = FindObjectOfType <CharacterOwner>(); _charMovement = FindObjectOfType <CharacterMovement>(); _cameraLook = FindObjectOfType <CameraLook>(); }
private void Awake() { _groundCheck = GetComponent <GroundCheck>(); _charOwner = GetComponent <CharacterOwner>(); _rigidbody = GetComponent <Rigidbody>(); }
private void Awake() { _charOwner = CharacterOwner.Instance; }
private void Awake() { _charOwner = GetComponent <CharacterOwner>(); _camera = Camera.main; }
private void Move() { Debug.Log("ModifyMovementEffect Applied. Roll increase: " + Movement); CharacterOwner.GetComponent <Roll>().ModifyRoll(Movement); // Apply effect }
private void Awake() { _player = FindObjectOfType <CharacterOwner>(); }