/// <summary> /// Triggered when this units kills another with a ability it owns. /// </summary> /// <param name="unit"></param> public void KilledA(Unit unit) { // FIXME - Placeholder for experience. string experienceGainText = "+" + "50" + " XP"; StatusText statusText = new StatusText(this, StatusText.StatusType.Damage, experienceGainText); statusTextList.Add(statusText); }
public void Affect(Unit originatingUnit, string type, int amount) { CurrentHealth -= amount; // Play white flash effect UnitEffect hitEffect = new UnitEffect(this, "ForceWhite", UnitEffect.EffectType.Flashing); hitEffect.Activate(); unitEffectList.Add(hitEffect); // Handle damage. if (amount > 0) { StatusText statusText = new StatusText(this, StatusText.StatusType.Damage, amount.ToString()); statusTextList.Add(statusText); lastHitBy = originatingUnit; } }