public void acidDamageSubscribe(FloatAdjuster observer) { if (!acidDamageObservers.Contains(observer)) { acidDamageObservers.Add(observer); } observer.connect(acidDamageObservers); }
public void poisonDamageSubscribe(FloatAdjuster observer) { if (!poisonDamageObservers.Contains(observer)) { poisonDamageObservers.Add(observer); } observer.connect(poisonDamageObservers); }
public void fireDamageSubscribe(FloatAdjuster observer) { if (!fireDamageObservers.Contains(observer)) { fireDamageObservers.Add(observer); } observer.connect(fireDamageObservers); }
public void electricDamageSubscribe(FloatAdjuster observer) { if (!electricDamageObservers.Contains(observer)) { electricDamageObservers.Add(observer); } observer.connect(electricDamageObservers); }
public void bludgeoningDamageSubscribe(FloatAdjuster observer) { if (!bludgeoningDamageObservers.Contains(observer)) { bludgeoningDamageObservers.Add(observer); } observer.connect(bludgeoningDamageObservers); }
public void slashingDamageSubscribe(FloatAdjuster observer) { if (!slashingDamageObservers.Contains(observer)) { slashingDamageObservers.Add(observer); } observer.connect(slashingDamageObservers); }
public void mechHealingDamageSubscribe(FloatAdjuster observer) { if (!mechHealingDamageObservers.Contains(observer)) { mechHealingDamageObservers.Add(observer); } observer.connect(mechHealingDamageObservers); }
public void rawDamageSubscribe(FloatAdjuster observer) { if (!rawDamageObservers.Contains(observer)) { rawDamageObservers.Add(observer); } observer.connect(rawDamageObservers); }
public void drainingDamageSubscribe(FloatAdjuster observer) { if (!drainingDamageObservers.Contains(observer)) { drainingDamageObservers.Add(observer); } observer.connect(drainingDamageObservers); }
public void occultDamageSubscribe(FloatAdjuster observer) { if (!occultDamageObservers.Contains(observer)) { occultDamageObservers.Add(observer); } observer.connect(occultDamageObservers); }
public void magicDamageSubscribe(FloatAdjuster observer) { if (!magicDamageObservers.Contains(observer)) { magicDamageObservers.Add(observer); } observer.connect(magicDamageObservers); }
public override void setup(ObjectActor subject, ObjectInteractable source) { duration = CHILLEDDURATION; effectName = "Burning"; description = string.Format("Skill activation takes {0}x longer.", 1.0f + SPEEDLOSS); obs = subject.gameObject.AddComponent <FloatAdjuster>(); obs.setupObserver(change); subject.skillStartSubscribe(obs); conditionID = 2; base.setup(subject, source); }
public void setup(ObjectActor subject, ObjectInteractable source) { instanceList = new List <GameObject>(); timed = true; duration = CHILLEDDURATION; endTime = duration + Time.time; effectName = "Burning"; description = string.Format("Skill activation takes {0}x longer.", 1.0f + SPEEDLOSS); this.subject = subject; this.source = source; obs = subject.gameObject.AddComponent <FloatAdjuster>(); obs.setupObserver(change); subject.skillStartSubscribe(obs); }
public void setup( ObjectActor subject, ObjectInteractable source, string name, string desc, float duration, float damage ) { this.subject = subject; // order passed in. this.source = source; skillName = name; briefSkillDescription = desc; this.duration = duration; this.damage = damage; setEnd(duration); obs = subject.gameObject.AddComponent <FloatAdjuster>(); obs.setupObserver(addDamage); subject.rawDamageSubscribe(obs); instanceList = new List <GameObject>(); }
public void setup( ObjectActor subject, ObjectInteractable source, string name, string desc, float duration, float value ) { this.subject = subject; // order passed in. this.source = source; skillName = name; briefSkillDescription = desc; this.duration = duration; this.value = value; setEnd(duration); obs1 = subject.gameObject.AddComponent <FloatAdjuster>(); obs1.setupObserver(subtractDamage); subject.piercingDamageSubscribe(obs1); obs2 = subject.gameObject.AddComponent <FloatAdjuster>(); obs2.setupObserver(subtractDamage); subject.bludgeoningDamageSubscribe(obs2); obs3 = subject.gameObject.AddComponent <FloatAdjuster>(); obs3.setupObserver(subtractDamage); subject.slashingDamageSubscribe(obs3); instanceList = new List <GameObject>(); }