public override void StatChanged(AttributeChangeData Change) { // If health was reduced, play a damage taken animation. We could be fancy here and do // a check on the actual gameplay effect. For example, this could have been a self-cast // ability that reduced health for increasing some other stat if (Change.Modifier.Attribute == HealthAttribute && Change.NewValue < Change.OldValue) { Change.Target.GetActor().GetComponent <Animator>().SetTrigger("Take Damage"); return; } }
public abstract void StatChanged(AttributeChangeData Change);
public void Execute(AttributeChangeData Change) { StatChangeHandler.StatChanged(Change); }