void Update() { ActivTargetAllies AllOrSingle = gameObject.GetComponentInParent <ActivTargetAllies>(); if ((AllOrSingle.CurrentHeal != "HealAllTargets") && (AllOrSingle.ActivatedAlliesTarget)) { gameObject.SetActive(false); } else { gameObject.SetActive(true); // print ("HEEEY"); } }
void Update() { ActivTargetAllies AllOrSingle = gameObject.GetComponentInParent <ActivTargetAllies>(); if (AllOrSingle.CurrentHeal != "HealAllTargets") { gameObject.SetActive(true); } else { gameObject.SetActive(false); } }
// General assignment of attacks public void HealSingleAlly(string TargetPos) //TargetPos gaat over de positie. Die verwijst naar CharaObject { activTargetAllies = targetAllies.GetComponent <ActivTargetAllies> (); if (activTargetAllies.CurrentHeal == "HealSingleTarget") { healSingleTarget(TargetPos); } if (activTargetAllies.CurrentHeal == "HealOverTime") { healOverTime(TargetPos); } if (activTargetAllies.CurrentHeal == "HealStatusEffect") { healStatusEffect(TargetPos); } }