void Awake() { currentAttackCoolDown = 0; coolDownLimit = 1f; affect = new HealthAffect (-10, 0); range = 1; weaponType = 1; }
public HealthAffect CreateDamage(){ // Get primary/secondary weapon, multiply by weapon proficency over 10 HealthAffect damage = new HealthAffect (-10, 0); // Get stats effect from weapon // damamge.statsAffect = weapons.statsEffect; return damage; }
public void SetUpProjectile(Vector3 _target, string canDamage, HealthAffect _affect) { target = _target; canHit = canDamage; affect = _affect; direction = target - tr.position; direction = direction.normalized; Vector2 vec = (Vector2) transform.position; start = Utilities.Vector2ToCoords(vec); }
public void TakeDamage(HealthAffect affect, int[] Attackercoords){ playerStats.ChangeHealth (affect); if (workingAI != null) { workingAI.AttackWithoutLooking (Attackercoords); } if (playerStats.health <= 0) { gameObject.SetActive (false); string canEffect = "PlayerEnemy"; canEffect.Replace (canAttack, ""); AreaEffect effect = new AreaEffect (coords, 20, canEffect); print ("Dead"); } }
public void StackAffects(HealthAffect affect) { healthAffect += affect.healthAffect; statsAffect.StackAffects (affect.statsAffect); }
public void SetDamage(HealthAffect _affect) { affect = _affect; }
void SetHealthAffect(HealthAffect _affect) { affect = _affect; }
public void ChangeHealth(HealthAffect affect) { health += affect.healthAffect; ChangeStats (affect.statsAffect); AddAffectOverTime (affect); }
public void AddAffectOverTime(HealthAffect affect) { if(affect.overTime > 0){ if(affectOverTime.Count >= affect.overTime) { for(int i = 0; i < affectOverTime.Count; i++){ affectOverTime [i].StackAffects (affect); } } for(int i = 0; i < (affect.overTime - affectOverTime.Count); i++){ affectOverTime.Add(affect); } } }