public void doEffect(CombatCharacter character) { if (type == effectType.abilityPerTurn) { List <CombatCharacter> characterList = new List <CombatCharacter> (); characterList.Add(character); ability.doAbility(characterList, character); } }
//called in update() if the current stage is the attacking stage void attackingStage() // TODO add animations and delays to attack stage { if (timer > 1f) { attack.doAbility(attackTargets, attacker); attackTargets = null; currentStage = turnStages.returning; attacker.updateEntityAnimation("return"); } }
//called in update() if the current stage is the attacking stage void attackingStage() { if (timer > 1f) { attack.doAbility(attackTargets, attacker); attackTargets = null; currentStage = turnStages.returning; attacker.updateEntityAnimation("return"); } }
public void doEffect(CombatCharacter character) { if (type == effectType.abilityPerTurn) { this.modifier = modifier * character.GetLevel(character.Name); List <CombatCharacter> characterList = new List <CombatCharacter> (); characterList.Add(character); ability.doAbility(characterList, character); } }