public void OnSelection(GameObject target) { _defensiveStats = target.GetComponent <IDefensiveStats>(); _offensiveStats = target.GetComponent <IOffensiveStats>(); UpdateText(); }
public CombatActionEffect(CombatActionEffectSettings settings, IOffensiveStats stats, Transform ownerTr, int teamId, AuraFactory auraFactory, [Inject(Id = 0)] GameplayEventGameObject targetAddedEvent, [Inject(Id = 1)] GameplayEventGameObject targetRemovedEvent) { /** * Settings : */ _isHealing = settings.IsHealing; _powerRatio = settings.PowerRatio; _maximumTargets = settings.MaximumTargets; _targetSystem = settings.TargetSystemToUse; _searchType = settings.ValidTargets; _vfx = settings.VFX; _auraType = settings.AuraToApply; /** * Client : */ _stats = stats; _ownerTr = ownerTr; _teamId = teamId; /** * Other: */ _targetRemovedEvent = targetRemovedEvent; _targetAddedEvent = targetAddedEvent; _auraFactory = auraFactory; }
public Attachment(AttachmentSettings settings, IOffensiveStats stats, Transform tr, int teamId, CombatActionEffect.Factory combatActionEffectFactory) { _settings = settings; _stats = stats; _ownerTr = tr; _teamId = teamId; _cooldown.Total = settings.Cooldown; _cooldown.Remaining = settings.Cooldown; _combatActionEffectFactory = combatActionEffectFactory; }