public override float Affect(Message message, float input) { UnitScript unit = null == message ? null : message.Unit(myObject); if (null != unit && null != unit.myHealth) { if (myAttackMessenger) { myAttackMessenger.Publish(); } unit.myHealth.Damage(myValue); } return(input); }
public void Death() { /*myOwningPlayer.myFrameData.myDeaths++; * myOwningPlayer.myTurnData.myFrameData.myDeaths++; * myOwningPlayer.myMatchData.myTurnData.myFrameData.myDeaths++; * * GlobalScript.ourPlayerFrameData.myDeaths++; * GlobalScript.ourPlayerTurnData.myFrameData.myDeaths++; * GlobalScript.ourPlayerMatchData.myTurnData.myFrameData.myDeaths++;*/ EffectScript.AffectsList(myDeathEffects, ToMessage()); myDeathMessenger.Publish(); myNavMeshAgent.speed = 0f; Destroy(gameObject, 10f); }