private static GameObject colObj; // Object that collides with the trigger. void OnCollisionEnter(Collision other) { if (other.gameObject.GetComponent <Collider>().tag == "Player") { // Debug.Log("Called " + other.gameObject.GetComponent<ThirdPersonCharacter>().player.gStats.changeStat("health", -3f)); // other.gameObject.GetComponent<Entity>().activeEffects.Add(EffectsService.getEffect("Fire")); other.gameObject.GetComponent <Entity>().AddEffectLimited(EffectsService.getEffect("Poison")); // Debug.Log("Worked? " + other.gameObject.GetComponent<Entity>().activeEffects[0].Run(other.gameObject.GetComponent<Entity>())); //player.GetComponent<Player>().gStats.changeStat("health",-5f) } }
public RollModule( CharacterService characterService, EffectsService effectsService, HelpService helpService, NpcService npcService, RollService rollService, SpecialService specialService, Random random) { _charService = characterService; _effectsService = effectsService; _helpService = helpService; _npcService = npcService; _rollService = rollService; _specialService = specialService; _random = random; }
public CharacterSkillsModule( CharacterService charService, EffectsService effectsService, ExperienceService expService, ProgressionOptions progOptions, RoleplayOptions roleplayOptions, SkillsService skillsService, SpecialService specService, StatisticsService statsService, HelpService helpService) { _charService = charService; _effectsService = effectsService; _expService = expService; _progOptions = progOptions; _roleplayOptions = roleplayOptions; _skillsService = skillsService; _specService = specService; _statsService = statsService; _helpService = helpService; }
public float Run(Entity entity) { return(EffectsService.runEffect(Name, entity)); }
public NpcEffectsModule(EffectsService effectsService, NpcService npcService) { _effectsService = effectsService; _npcService = npcService; }
public EffectsModule(EffectsService effectsService) { _effectsService = effectsService; }
public CharacterEffectsModule(CharacterService charService, EffectsService effectsService) { _charService = charService; _effectsService = effectsService; }
public CharacterSpecialModule(CharacterService charService, EffectsService effectsService, SpecialService specService) { _charService = charService; _effectsService = effectsService; _specService = specService; }