public void Metalize(float duration) { float metalBuoyancy = 0.3f; StatusEffectUI.AddEffect("Metallized", duration, "grey"); configureCurrentSkin(); StartCoroutine(buoyancyChange(Metal, duration, metalBuoyancy)); }
/// <summary> Clear select states of all but one status effect field. </summary> /// <param name="effectUI"> Field to enable. </param> public void ClearSelectStates(StatusEffectUI effectUI) { foreach (StatusEffectUI field in statusEffects) { if (field == effectUI) { field.SetHover(true); } else { field.SetHover(false); } } }
private void OnTriggerEnter(Collider other) { Debug.Log("Potion collided with: " + other.transform.name); if (other.tag.Equals("Player")) { Debug.Log("shrinking"); if (other.gameObject.GetComponent <PhotonView>().IsMine) { LocalStats.scale = 0.5f; LocalStats.scaleDuration = duration; StatusEffectUI.AddEffect("Shrunk", duration, "purple"); LocalStats.Scale(); } StartCoroutine(respawnPotion()); } }
/// <summary> Re-writes the entire status effect display. </summary> /// <param name="status"> Pokemon status to extract information from. </param> private void SetStatusEffects(PokemonInstanceStatus status) { /* Remove and Destroy Current Fields */ for (int i = statusEffects.Count - 1; i >= 0; i--) { Destroy(statusEffects[i].gameObject); statusEffects.RemoveAt(i); } /* Foreach New Status Effect */ foreach (StatusEffect effect in status.state.statusEffects) { /* Instantiate A New Field */ StatusEffectUI field = Instantiate(statusEffectPrefab, statusEffectsContainer); /* Fill In The Field */ field.Load(effect); /* Add This Field To List Of Fields */ statusEffects.Add(field); } }