public virtual IEnumerator SetStatusEffect(StatusEffects aStatusEffect) { m_StatusEffectsOnCreature.Add(aStatusEffect); yield return(new WaitForSeconds(0.1f)); FloatingUiElementsController.CreateFloatingText(0.ToString(), m_SpawnObject.transform, FloatingUiElementsController.UiElementType.Attackup, m_IsUi); yield return(new WaitForSeconds(2.7f)); TacticsManager.instance.CharacterSkillFinished(this, PressTurnManager.PressTurnReactions.Normal); }
public virtual IEnumerator IncrementMana(int Increment) { m_CurrentMana += Increment; if (m_CurrentMana >= m_MaxMana) { m_CurrentMana = m_MaxMana; } yield return(new WaitForSeconds(0.5f)); FloatingUiElementsController.CreateFloatingText(Increment.ToString(), m_SpawnObject.transform, FloatingUiElementsController.UiElementType.Text, m_IsUi); yield return(new WaitForSeconds(0.8f)); TacticsManager.instance.CharacterSkillFinished(this, PressTurnManager.PressTurnReactions.Normal); }
public override IEnumerator DecrementHealth(int Decrementby, Skills.ElementalType elementalType, float TimeTillInitalDamage, float TimeTillHoveringUiElement, float TimeTillDamage) { string AttackingElement = elementalType.ToString(); string ElementalWeakness = elementalWeakness.ToString(); string ElementalStrength = elementalStrength.ToString(); int ArgumentReference = Decrementby; float ConvertToFloat = ArgumentReference / 1.5f; int ConvertToInt = Mathf.CeilToInt(ConvertToFloat); Decrementby = ConvertToInt; PressTurnManager.PressTurnReactions PressturnReaction = PressTurnManager.PressTurnReactions.Normal; if (AttackingElement.Equals(ElementalWeakness)) { Decrementby += Decrementby / 4; yield return(new WaitForSeconds(TimeTillHoveringUiElement)); FloatingUiElementsController.CreateFloatingText(Decrementby.ToString(), m_SpawnObject.transform, FloatingUiElementsController.UiElementType.Weak, m_IsUi); PressturnReaction = PressTurnManager.PressTurnReactions.Weak; } if (AttackingElement.Equals(ElementalStrength)) { Decrementby -= Decrementby / 4; yield return(new WaitForSeconds(TimeTillHoveringUiElement)); FloatingUiElementsController.CreateFloatingText(Decrementby.ToString(), m_SpawnObject.transform, FloatingUiElementsController.UiElementType.Strong, m_IsUi); PressturnReaction = PressTurnManager.PressTurnReactions.Strong; } yield return(new WaitForSeconds(TimeTillInitalDamage)); FloatingUiElementsController.CreateFloatingText(Decrementby.ToString(), m_SpawnObject.transform, FloatingUiElementsController.UiElementType.Text, m_IsUi); m_CurrentHealth -= Decrementby; DeathCheck(); // m_Status.RedTest(); yield return(new WaitForSeconds(3.0f)); TacticsManager.instance.CharacterSkillFinished(this, PressturnReaction); }
public virtual void DecrementHealth(int Decremenby) { FloatingUiElementsController.CreateFloatingText(Decremenby.ToString(), m_SpawnObject.transform, FloatingUiElementsController.UiElementType.Text, m_IsUi); m_CurrentHealth -= Decremenby; }