public void IncreaseStat(BasicAgent agent) { Debug.Log("Increasing stats!"); if (uses > 0) { if (isEnergyPotion) { agent.GetComponentInChildren <EnergyController> ().ChangeEnergy(increaseAmount); } else { agent.Heal(increaseAmount); } uses--; if (uses > 0) { evt_usePotion.Invoke(isEnergyPotion); } else { evt_outOfPotions.Invoke(isEnergyPotion); } if (healthBar != null) { healthBar.currentHealth = (float)uses; } ; } ; }
public void TriggerActivate(GameObject trg) { BasicAgent agent = trg.GetComponent <BasicAgent> (); Debug.Log("Agent >" + agent); if (agent != null) { // We only do it if they aren't at full health/energy if (isEnergyPotion) { EnergyController ctrl = agent.GetComponentInChildren <EnergyController> (); Debug.Log("Energycontroller >" + ctrl); if (ctrl != null) { if (ctrl.currentEnergy < ctrl.minMaxEnergy.y) { IncreaseStat(agent); } } } else { if (agent.currentHealth < agent.healthMinMax.y) { IncreaseStat(agent); } } } }