public void HealFullHealth(bool displayEffect) { if (displayEffect) { DisplayHeal(battleStat.Heal(battleStat.HealthMax)); } else { battleStat.Heal(battleStat.HealthMax); } }
public override IEnumerator _OnUsingStructure() { yield return(null); SetInvisible(); curState = State.UsingStructure; //스탯 처리 stat.gold -= (destinationPlace as Structure).charge; if ((destinationPlace as Structure).resolveType == DesireType.Health) { battleStat.Heal(battleStat.MissingHealth); } else { stat.GetSpecificDesire((destinationPlace as Structure).resolveType).desireValue -= (destinationPlace as Structure).resolveAmount; } GameManager.Instance.AddGold((destinationPlace as Structure).charge); }
public override void OnAttack(float actualDamage, bool isCrit, bool isDodged) { BattleStat myBattleStat = owner.GetBattleStat(); if (!isDodged && actualDamage != 0) { targets.Clear(); SetEnemy(); targets.Add(enemy); attackCnt++; if (attackCnt % INVOKE_PERIOD == 0) { AdditionalAttack(targets, myBattleStat.HealthMax * ATTACK_RATE, 0, 1.0f, false); float healed = myBattleStat.Heal(myBattleStat.HealthMax * HEAL_RATE); if (healed > 1) { owner.DisplayHeal(healed); } DisplaySkillEffect(); } } }