public pair[] Generate() { int indexFront = Random.Range(0, spriteofcards.Length); EFFECT currentEffectFront = effects[indexFront]; GameObject currentCardsspriteFront = spriteofcards[indexFront]; GameObject cloneF = Instantiate(currentCardsspriteFront, new Vector3(), Quaternion.identity); pair front = new pair(); front.cardEffect = currentEffectFront; front.cardsprite = cloneF; int indexBack = Random.Range(0, spriteofcards.Length); while (indexFront == indexBack) { indexBack = Random.Range(0, spriteofcards.Length); } EFFECT currentEffectBack = effects[indexBack]; GameObject currentCardsspriteBack = spriteofcards[indexBack]; GameObject cloneB = Instantiate(currentCardsspriteBack, new Vector3(), Quaternion.identity); pair back = new pair(); back.cardEffect = currentEffectBack; back.cardsprite = cloneB; pair[] HoleCard = { front, back }; return(HoleCard); }
public void PlaySoundEffect(EFFECT effect, float volumeScale = 1f) { var index = (int)effect; var pitchRange = _effectProfiles[index].pitchRange; masterMixer.SetFloat("EffectPitch", Random.Range(pitchRange.x, pitchRange.y)); clipsAudioSource.PlayOneShot(_audioClips[index], volumeScale); }
public StatusEffect(EFFECT effectApplied, int turns, float howBig, TeamStatus teamFor) { effect = effectApplied; turnsLeft = turns; team = teamFor; magnitude = howBig; removeMe = false; applyEffect(); }
void Transportation() { var pos1 = transform.position; var pos2 = otherPlayer.transform.position; transform.position = pos2; otherPlayer.transform.position = pos1; currentOrder = EFFECT.NONE; }
public EffectData GetEffect(EFFECT type) { for (int i = 0; i < effects.Length; i++) { if (effects[i].type == type) { return(effects[i]); } } return(null); }
public void UpdateEffectBadge(EFFECT e, int currentValue) { foreach (PlayerEffectBadge b in badges) { if (b.effect == e) { b.UpdateEffect(currentValue); return; } } }
void Protection() { if (playerNumber == 1) { currentOrder = EFFECT.NONE; manager.ProtectPlayer(1, turnsToProtect); } else { currentOrder = EFFECT.NONE; manager.ProtectPlayer(2, turnsToProtect); } }
void Mislead() { if (playerNumber == 1) { currentOrder = EFFECT.NONE; manager.MisleadPlayer(2, turnsToReverse); } else { currentOrder = EFFECT.NONE; manager.MisleadPlayer(1, turnsToReverse); } }
void Freeze() { if (playerNumber == 1) { currentOrder = EFFECT.NONE; manager.SkipTurn(2, turnsToSkip); } else { currentOrder = EFFECT.NONE; manager.SkipTurn(1, turnsToSkip); } }
/** * EFFECTS **/ public void AddEffect(EFFECT e, int amount) { int value = 0; switch (e) { case EFFECT.ARMOR: armor += amount; value = armor; break; case EFFECT.COUNTER_STRIKE: counterStrike += amount; value = counterStrike; break; case EFFECT.CURSE: curse += amount; value = curse; break; case EFFECT.ENERGIZE: energize += amount; value = energize; break; case EFFECT.EXHAUSTION: exhaustion += amount; value = exhaustion; break; case EFFECT.FREE_SKIP: freeSkip += amount; value = freeSkip; break; case EFFECT.HOLY_RELIC: holyRelic += amount; value = holyRelic; break; case EFFECT.MIRROR: mirror += amount; value = mirror; break; } UpdateEffectBadge(e, value); }
void MoveDown() { if (transform.position.y >= oldPosition.y - distancePerStep) { var pos = transform.position; pos.y -= speed; transform.position = pos; } else { var pos = transform.position; pos.y = oldPosition.y - distancePerStep; transform.position = pos; currentOrder = EFFECT.NONE; isBeingControlled = false; } }
void MoveRight() { if (transform.position.x <= oldPosition.x + distancePerStep) { var pos = transform.position; pos.x += speed; transform.position = pos; } else { var pos = transform.position; pos.x = oldPosition.x + distancePerStep; transform.position = pos; currentOrder = EFFECT.NONE; isBeingControlled = false; } }
private void HandleCllisionEffect() //处理碰撞效果 { List <string> effectList = null; BaseEffect collisionEffect = null; if (_generation == 0) { effectList = _firstCollisionEffect; } else { effectList = _collisionEffect; } for (int i = 0; i < effectList.Count; i++) { collisionEffect = EFFECT.Create(effectList[i], _caster, _source, _target); collisionEffect.StartUp(); } }
public void Start(Fade.EFFECT effect, Color color, double durationTime) { // Reset global state _hasFinished = false; _isRunning = true; _step = 0; // Reset (100 = finished) // Default parameters _currentEffect = effect; if (effect == EFFECT.FADE_OUT) _transparency = 1.0f; // -> 0 else _transparency = 0.0f; // -> 1 (Fade_in) _durationTime = durationTime; _currentColor = color; // Compute step _interval = _durationTime / 100; }
private RESIST EffectToResist(EFFECT Effect) { if (Effect == EFFECT.EM) { return(RESIST.EM); } if (Effect == EFFECT.THERMAL) { return(RESIST.THERMAL); } if (Effect == EFFECT.KINETIC) { return(RESIST.KINETIC); } if (Effect == EFFECT.EXPLOSIVE) { return(RESIST.EXPLOSIVE); } Debug.Assert(true); // should never happen return(RESIST.EM); }
public void DoOrder(EFFECT order) { currentOrder = order; oldPosition = transform.position; }
void OnGUI() { if (conf == null) { conf = Memory.LoadConfig(); if (conf == null) { Memory.SaveConfig(new VSPConfig()); conf = Memory.LoadConfig(); } if (conf.VSPath != null) { VSPath = conf.VSPath; if (conf.VS_Version == "") { conf.VS_Version = LBA.checkVSROM(VSPath); Memory.SaveConfig(conf); } } } GUILayout.Label("Vagrant Story Path", EditorStyles.boldLabel); GUILayoutOption[] options = { GUILayout.Width(300), GUILayout.MaxWidth(400) }; VSPath = EditorGUILayout.TextField("Vagrant Story CD path :", VSPath, options); GUILayoutOption[] options2 = { GUILayout.MaxWidth(30) }; bool VSPathTrigger = GUILayout.Button(new GUIContent("..."), options2); if (VSPathTrigger) { string path = EditorUtility.OpenFolderPanel("Path to Vagrant Story CD", "", ""); VSPath = path + "/"; } GUILayoutOption[] options3 = { GUILayout.Width(200), GUILayout.MaxWidth(400) }; bool VSSaveTrigger = GUILayout.Button(new GUIContent("Save Path"), options3); if (VSSaveTrigger) { conf.VSPath = VSPath; conf.VS_Version = LBA.checkVSROM(VSPath); Memory.SaveConfig(conf); } GUILayout.Label("Vagrant Story Version : " + conf.VS_Version); GUILayout.Space(10f); GUILayout.Label("| One File import", EditorStyles.boldLabel); FilePath = EditorGUILayout.TextField("File path (VS Path relativ) :", FilePath, options); bool filePathTrigger = GUILayout.Button(new GUIContent("..."), options2); if (filePathTrigger) { string path = EditorUtility.OpenFilePanel("Path to File", VSPath, ""); FilePath = path.Replace(VSPath, ""); } bool fileLoadTrigger = GUILayout.Button(new GUIContent("Load"), options3); if (fileLoadTrigger && VSPath != "" && FilePath != "") { string[] hash = FilePath.Split("/"[0]); string[] h2 = hash[hash.Length - 1].Split("."[0]); string folder = hash[0]; string fileName = h2[0]; string ext = h2[1]; switch (folder) { case "BATTLE": // BATTLE.PRG // BOG.DAT // INITBTL.PRG // SYSTEM.DAT switch (ext) { case "PRG": PRG parser = new PRG(); parser.Parse(VSPath + FilePath); break; } break; case "BG": // 001OP01A.FAR & TIM // 002OP01A.FAR & TIM // 007OP01A.FAR & TIM // 008OP01A.FAR & TIM break; case "EFFECT": // EFFPURGE.BIN maybe the PLG for E000.P // E*.P // E*.FBC // E*.FBT // PLG*.BIN lot of empty switch (ext) { case "P": EFFECT effect = new EFFECT(VSPath + FilePath); break; } break; case "ENDING": // ENDING.PRG // ENDING.XA // ILLUST06.BIN -> ILLUST16.BIN // NULL.DAT switch (ext) { case "BIN": TIM parser = new TIM(); parser.ParseIllust(VSPath + FilePath); break; } break; case "EVENT": // ****.EVT ParseEVT(VSPath + FilePath, true); break; case "MAP": // MAP***.MPD // Z***U**.ZUD // ZONE***.ZND switch (ext) { case "MPD": ParseMPD(VSPath + FilePath, true); break; case "ZUD": ParseZUD(VSPath + FilePath, fileName, true); break; case "ZND": ParseZND(VSPath + FilePath, true); break; } break; case "MENU": break; case "MOV": break; case "MUSIC": ParseAKAO(VSPath + FilePath, AKAO.MUSIC, true); break; case "OBJ": // **.SHP // **.SEQ // **.WEP switch (ext) { case "SHP": ParseSHP(VSPath + FilePath, fileName, true, true); break; case "WEP": ParseWEP(VSPath + FilePath, true); break; } break; case "SOUND": ParseAKAO(VSPath + FilePath, AKAO.SOUND, true); break; } } GUILayout.Label("| Batch imports", EditorStyles.boldLabel); GUILayout.BeginVertical(); GUILayout.Label("3D Model Formats : "); bool LoadARMTrigger = GUILayout.Button(new GUIContent("Load MiniMaps.ARM")); if (LoadARMTrigger && VSPath != "") { string[] files = Directory.GetFiles(VSPath + "SMALL/", "*.ARM"); float fileToParse = files.Length; float fileParsed = 0; foreach (string file in files) { string[] h = file.Split("/"[0]); string filename = h[h.Length - 1]; EditorUtility.DisplayProgressBar("VS Parsing", "Parsing : " + filename + ", " + fileParsed + " files parsed.", (fileParsed / fileToParse)); ARM parser = new ARM(); //parser.UseDebug = true; parser.Parse(file); parser.BuildPrefab(true); fileParsed++; } EditorUtility.ClearProgressBar(); } bool LoadWEPTrigger = GUILayout.Button(new GUIContent("Load Weapons.WEP")); if (LoadWEPTrigger && VSPath != "") { BuildDatabase(); string[] files = Directory.GetFiles(VSPath + "OBJ/", "*.WEP"); float fileToParse = files.Length; float fileParsed = 0f; foreach (string file in files) { string[] h = file.Split("/"[0]); string filename = h[h.Length - 1]; EditorUtility.DisplayProgressBar("VS Parsing", "Parsing : " + filename + ", " + fileParsed + " files parsed.", (fileParsed / fileToParse)); ParseWEP(file, true); fileParsed++; } EditorUtility.ClearProgressBar(); } bool LoadSHPTrigger = GUILayout.Button(new GUIContent("Load 3D Models.SHP")); if (LoadSHPTrigger && VSPath != "") { string[] files = Directory.GetFiles(VSPath + "OBJ/", "*.SHP"); float fileToParse = files.Length; float fileParsed = 0f; foreach (string file in files) { string[] h = file.Split("/"[0]); string filename = h[h.Length - 1]; EditorUtility.DisplayProgressBar("VS Parsing", "Parsing : " + filename + ", " + fileParsed + " files parsed.", (fileParsed / fileToParse)); ParseSHP(file, filename, false); fileParsed++; } EditorUtility.ClearProgressBar(); } bool LoadZUDTrigger = GUILayout.Button(new GUIContent("Load Zones Units Datas.ZUD")); if (LoadZUDTrigger && VSPath != "") { string[] files = Directory.GetFiles(VSPath + "MAP/", "*.ZUD"); float fileToParse = files.Length; float fileParsed = 0f; foreach (string file in files) { string[] h = file.Split("/"[0]); string filename = h[h.Length - 1]; EditorUtility.DisplayProgressBar("VS Parsing", "Parsing : " + filename + ", " + fileParsed + " files parsed.", (fileParsed / fileToParse)); ParseZUD(file, filename, false); fileParsed++; } EditorUtility.ClearProgressBar(); } bool LoadMPDTrigger = GUILayout.Button(new GUIContent("Load Map Datas.MPD")); if (LoadMPDTrigger && VSPath != "") { string[] files = Directory.GetFiles(VSPath + "MAP/", "*.MPD"); float fileToParse = files.Length; float fileParsed = 0f; foreach (string file in files) { string[] h = file.Split("/"[0]); string filename = h[h.Length - 1]; EditorUtility.DisplayProgressBar("VS Parsing", "Parsing : " + filename + ", " + fileParsed + " files parsed.", (fileParsed / fileToParse)); ParseMPD(file, false); fileParsed++; } EditorUtility.ClearProgressBar(); } bool LoadEFFECTTrigger = GUILayout.Button(new GUIContent("Load EFFECT/E0*.P, E0*.FBC, E0*.FBT (Only Texture right now)")); if (LoadEFFECTTrigger && VSPath != "") { string[] files = Directory.GetFiles(VSPath + "EFFECT/", "*.P"); float fileToParse = files.Length; float fileParsed = 0; foreach (string file in files) { string[] h = file.Split("/"[0]); string filename = h[h.Length - 1]; EditorUtility.DisplayProgressBar("VS Parsing", "Parsing : " + filename + ", " + fileParsed + " files parsed.", (fileParsed / fileToParse)); EFFECT effect = new EFFECT(file); fileParsed++; } //EFFECT effect = new EFFECT(VSPath + "EFFECT/E008.P"); EditorUtility.ClearProgressBar(); } GUILayout.EndVertical(); GUILayout.BeginVertical(); GUILayout.Label("Texture Formats : "); bool LoadGIMTrigger = GUILayout.Button(new GUIContent("Load GIM/*.GIM")); if (LoadGIMTrigger && VSPath != "") { string[] files = Directory.GetFiles(VSPath + "GIM/", "*.GIM"); float fileToParse = files.Length; float fileParsed = 0; foreach (string file in files) { string[] h = file.Split("/"[0]); string filename = h[h.Length - 1]; EditorUtility.DisplayProgressBar("VS Parsing", "Parsing : " + filename + ", " + fileParsed + " files parsed.", (fileParsed / fileToParse)); GIM gim = new GIM(file); fileParsed++; } EditorUtility.ClearProgressBar(); } bool LoadMENUBGTrigger = GUILayout.Button(new GUIContent("Load MENU/*BG.BIN")); if (LoadMENUBGTrigger && VSPath != "") { string[] files = new string[] { VSPath + "MENU/MAPBG.BIN", VSPath + "MENU/MENUBG.BIN" }; float fileToParse = files.Length; float fileParsed = 0; foreach (string file in files) { string[] h = file.Split("/"[0]); string filename = h[h.Length - 1]; EditorUtility.DisplayProgressBar("VS Parsing", "Parsing : " + filename + ", " + fileParsed + " files parsed.", (fileParsed / fileToParse)); TIM bg = new TIM(); bg.ParseBG(file); fileParsed++; } EditorUtility.ClearProgressBar(); } bool LoadDISTrigger = GUILayout.Button(new GUIContent("Load SMALL/*.DIS")); if (LoadDISTrigger && VSPath != "") { string[] files = Directory.GetFiles(VSPath + "SMALL/", "*.DIS"); float fileToParse = files.Length; float fileParsed = 0; foreach (string file in files) { string[] h = file.Split("/"[0]); string filename = h[h.Length - 1]; EditorUtility.DisplayProgressBar("VS Parsing", "Parsing : " + filename + ", " + fileParsed + " files parsed.", (fileParsed / fileToParse)); DIS dis = new DIS(); dis.Parse(file); fileParsed++; } EditorUtility.ClearProgressBar(); } bool LoadTIMTrigger = GUILayout.Button(new GUIContent("BG/*.TIM")); if (LoadTIMTrigger && VSPath != "") { string[] files = Directory.GetFiles(VSPath + "BG/", "*.TIM"); float fileToParse = files.Length; float fileParsed = 0; foreach (string file in files) { string[] h = file.Split("/"[0]); string filename = h[h.Length - 1]; EditorUtility.DisplayProgressBar("VS Parsing", "Parsing : " + filename + ", " + fileParsed + " files parsed.", (fileParsed / fileToParse)); TIM parser = new TIM(); parser.Parse(file); fileParsed++; } EditorUtility.ClearProgressBar(); } bool LoadILLUSTTrigger = GUILayout.Button(new GUIContent("ENDING/ILLUST*.BIN (Not Working Yet)")); if (LoadILLUSTTrigger && VSPath != "") { // not working yet string[] files = Directory.GetFiles(VSPath + "ENDING/", "*.BIN"); float fileToParse = files.Length; float fileParsed = 0; foreach (string file in files) { string[] h = file.Split("/"[0]); string filename = h[h.Length - 1]; EditorUtility.DisplayProgressBar("VS Parsing", "Parsing : " + filename + ", " + fileParsed + " files parsed.", (fileParsed / fileToParse)); TIM parser = new TIM(); parser.ParseIllust(file); fileParsed++; } EditorUtility.ClearProgressBar(); } GUILayout.EndVertical(); GUILayout.BeginVertical(); GUILayout.Label("Audio Formats : "); /* * bool LoadAKAOTrigger = GUILayout.Button(new GUIContent("Load Akao SOUND/WAVE*.DAT")); * if (LoadAKAOTrigger && VSPath != "") * { * string[] files = Directory.GetFiles(VSPath + "SOUND/", "*.DAT"); * float fileToParse = files.Length; * float fileParsed = 0; * foreach (string file in files) * { * string[] h = file.Split("/"[0]); * string filename = h[h.Length - 1]; * EditorUtility.DisplayProgressBar("VS Parsing", "Parsing : " + filename + ", " + fileParsed + " files parsed.", (fileParsed / fileToParse)); * AKAO parser = new AKAO(); * parser.UseDebug = true; * parser.Parse(file, AKAO.SOUND); * fileParsed++; * } * * EditorUtility.ClearProgressBar(); * } */ midTrigger = GUILayout.Toggle(midTrigger, new GUIContent("output a MIDI file ?")); sf2Trigger = GUILayout.Toggle(sf2Trigger, new GUIContent("output a SF2 (soundfont) file ?")); dlsTrigger = GUILayout.Toggle(dlsTrigger, new GUIContent("output a DLS (soundfont) file ? (Not working well yet)")); wavTrigger = GUILayout.Toggle(wavTrigger, new GUIContent("output a WAV file ? ( /_!_\\ heavy files)")); bool LoadAKAO2Trigger = GUILayout.Button(new GUIContent("Load Akao MUSIC/MUSIC*.DAT")); if (LoadAKAO2Trigger && VSPath != "") { string[] files = Directory.GetFiles(VSPath + "MUSIC/", "*.DAT"); float fileToParse = files.Length; float fileParsed = 0; foreach (string file in files) { string[] h = file.Split("/"[0]); string filename = h[h.Length - 1]; EditorUtility.DisplayProgressBar("VS Parsing", "Parsing : " + filename + ", " + fileParsed + " files parsed.", (fileParsed / fileToParse)); ParseAKAO(file, AKAO.MUSIC, false); fileParsed++; } EditorUtility.ClearProgressBar(); } GUILayout.EndVertical(); GUILayout.BeginVertical(); GUILayout.Label("Data Formats : "); bool LoadSYDTrigger = GUILayout.Button(new GUIContent("Load MENU DataBase.SYD")); if (LoadSYDTrigger && VSPath != "") { BuildDatabase(); } bool LoadITEMTrigger = GUILayout.Button(new GUIContent("Load MENU ITEM*.BIN")); if (LoadITEMTrigger && VSPath != "") { BIN itemDB = new BIN(); itemDB.BuildItems(VSPath + "MENU/ITEMNAME.BIN", VSPath + "MENU/ITEMHELP.BIN"); } bool LoadEVENTTrigger = GUILayout.Button(new GUIContent("Load EVENT/*.EVT")); if (LoadEVENTTrigger && VSPath != "") { string[] files = Directory.GetFiles(VSPath + "EVENT/", "*.EVT"); float fileToParse = files.Length; float fileParsed = 0; foreach (string file in files) { string[] h = file.Split("/"[0]); string filename = h[h.Length - 1]; EditorUtility.DisplayProgressBar("VS Parsing", "Parsing : " + filename + ", " + fileParsed + " files parsed.", (fileParsed / fileToParse)); ParseEVT(file, false); fileParsed++; } EditorUtility.ClearProgressBar(); } bool LoadHFTrigger = GUILayout.Button(new GUIContent("Load InGame Help SMALL/*.HF")); if (LoadHFTrigger && VSPath != "") { string[] files = Directory.GetFiles(VSPath + "SMALL/", "*.HF0"); float fileToParse = files.Length; float fileParsed = 0; foreach (string file in files) { string[] h = file.Split("/"[0]); string filename = h[h.Length - 1]; EditorUtility.DisplayProgressBar("VS Parsing", "Parsing : " + filename + ", " + fileParsed + " files parsed.", (fileParsed / fileToParse)); HF0 parser = new HF0(); parser.Parse(file); fileParsed++; } EditorUtility.ClearProgressBar(); } GUILayout.EndVertical(); bool LoadEXPLOTrigger = GUILayout.Button(new GUIContent("Explore...")); if (LoadEXPLOTrigger && VSPath != "") { //BIN parser = new BIN(); //parser.Explore(VSPath + "SLES_027.55"); // spell and skills // "BATTLE/INITBTL.PRG" // Fandango //parser.Explore(VSPath + "BATTLE/BOG.DAT"); /* * string[] files = Directory.GetFiles(VSPath + "MENU/", "*.PRG"); * ToolBox.FeedDatabases(files); */ BIN parser = new BIN(); parser.Explore(VSPath + "SLES_027.55"); // spell and skills //PRG parser = new PRG(); //parser.Parse(VSPath + "TITLE/TITLE.PRG"); // spell and skills //parser.Parse(VSPath + "ENDING/ENDING.PRG"); //parser.Parse(VSPath + "BATTLE/BATTLE.PRG"); //parser.Parse(VSPath + "BATTLE/INITBTL.PRG"); } }
// Use this for initialization void Start() { currentOrder = EFFECT.NONE; cards = new Card[4]; remainingCards = 0; }
public EffectData(EFFECT e, float v, float t) { type = e; value = v; time = t; }
IEnumerator _EFFECT() { FX.StopLoop(); EFFECT.SetActive(true); EFFECT.GetComponent <Image>().color = new Color(1, 1, 1, 1); EFFECT.transform.localScale = new Vector3(1.5f, 1.5f, 1); yield return(new WaitForSeconds(0.05f)); EFFECT.GetComponent <Image>().color = new Color(1, 1, 1, 0.5f); EFFECT.transform.localScale = new Vector3(2, 2, 1); yield return(new WaitForSeconds(0.05f)); EFFECT.GetComponent <Image>().color = new Color(1, 1, 1, 0.25f); EFFECT.transform.localScale = new Vector3(2.5f, 2.5f, 1); yield return(new WaitForSeconds(0.05f)); EFFECT.GetComponent <Image>().color = new Color(1, 1, 1, 0.15f); EFFECT.transform.localScale = new Vector3(2.75f, 2.75f, 1); yield return(new WaitForSeconds(0.05f)); EFFECT.GetComponent <Image>().color = new Color(1, 1, 1, 0.05f); EFFECT.transform.localScale = new Vector3(3, 3, 1); yield return(new WaitForSeconds(0.05f)); EFFECT.GetComponent <Image>().color = new Color(1, 1, 1, 0); EFFECT.SetActive(false); Help_UI.gameObject.SetActive(true); switch ((int)Curse.Curse) { case 1: Help_UI.text = "새들이 당신을 눈치챘습니다."; break; case 2: Help_UI.text = "노랫소리가 들려옵니다."; break; case 3: Help_UI.text = "화약 냄새가 납니다."; break; case 4: Help_UI.text = "군단이 몰려듭니다."; break; case 5: Help_UI.text = "한계가 찾아옵니다."; break; case 6: Help_UI.text = "시간이 되었습니다."; Game_Remain.text = "0"; break; } float PTime = Time.time; while (Time.time - PTime <= 0.5f) { Help_UI.color = new Color(Help_UI.color.r, Help_UI.color.g, Help_UI.color.b, Mathf.Lerp(0, 1, (Time.time - PTime) * 2)); yield return(null); } yield return(new WaitForSeconds(2)); PTime = Time.time; while (Time.time - PTime <= 0.5f) { Help_UI.color = new Color(Help_UI.color.r, Help_UI.color.g, Help_UI.color.b, Mathf.Lerp(1, 0, (Time.time - PTime) * 2)); yield return(null); } Help_UI.gameObject.SetActive(false); }
public Effect AddEffect(EFFECT type, float value, float time, Bullet bullet = null, Unit owner = null) { EffectData effect = new EffectData(type, value, time); return(AddEffect(effect, bullet, owner)); }
public float GetResistance(EFFECT type) { return(resistances[(int)type]); }