예제 #1
0
    void Update()
    {
        ActivTargetAllies AllOrSingle = gameObject.GetComponentInParent <ActivTargetAllies>();

        if ((AllOrSingle.CurrentHeal != "HealAllTargets") && (AllOrSingle.ActivatedAlliesTarget))
        {
            gameObject.SetActive(false);
        }
        else
        {
            gameObject.SetActive(true);
//			print ("HEEEY");
        }
    }
예제 #2
0
    void Update()
    {
        ActivTargetAllies AllOrSingle = gameObject.GetComponentInParent <ActivTargetAllies>();


        if (AllOrSingle.CurrentHeal != "HealAllTargets")
        {
            gameObject.SetActive(true);
        }
        else
        {
            gameObject.SetActive(false);
        }
    }
예제 #3
0
    // 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);
        }
    }