private void DotEnemies(int amount, MapSquare currentSquare) { currentSquare.AdjustDotDamageToEnemy(amount); List <MapSquare> squares = currentSquare.GetAdjacentSquares(); foreach (MapSquare square in squares) { square.AdjustDotDamageToEnemy(amount); } }
private void DebuffEnemyDamage(int amount, MapSquare currentSquare) { currentSquare.AdjustEnemyDamageDebuff(amount); List <MapSquare> squares = currentSquare.GetAdjacentSquares(); foreach (MapSquare square in squares) { square.AdjustEnemyDamageDebuff(amount); } }
private void DamageEnemies(int percentage, MapSquare currentSquare) { currentSquare.AdjustPercentDamageToEnemy(percentage); List <MapSquare> squares = currentSquare.GetAdjacentSquares(); foreach (MapSquare square in squares) { square.AdjustPercentDamageToEnemy(percentage); } }
private void AddToEnemyFizzleChance(int amount, MapSquare currentSquare) { currentSquare.AdjustEnemyFizzleChance(amount); List <MapSquare> squares = currentSquare.GetAdjacentSquares(); foreach (MapSquare square in squares) { square.AdjustEnemyFizzleChance(amount); } }
private void BuffPlayerDefense(int amount, MapSquare currentSquare) { currentSquare.AdjustPlayerDefenseBuff(amount); List <MapSquare> squares = currentSquare.GetAdjacentSquares(); foreach (MapSquare square in squares) { square.AdjustPlayerDefenseBuff(amount); } }
private void IncreaseEnemyVulnerability(int amount, MapSquare currentSquare) { currentSquare.AdjustEnemyVulnerability(amount); List <MapSquare> squares = currentSquare.GetAdjacentSquares(); foreach (MapSquare square in squares) { square.AdjustEnemyVulnerability(amount); } }
private void MapVentilationSystem(MapSquare currentSquare) { List <MapSquare> squares = currentSquare.GetAdjacentSquares(); squares.Add(currentSquare); foreach (MapSquare square in squares) { square.MapVentilation(); } }
private void CheckIsPlayerAdjacent() { List <MapSquare> adjacentSquares = square.GetAdjacentSquares(); moveButton.interactable = false; foreach (MapSquare square in adjacentSquares) { if (square.GetIsPlayerPresent()) { moveButton.interactable = true; playerLocation = square; } } }
private void ScoutEnemies(int newScoutLevel, MapSquare square) { List <MapSquare> adjacentSquares = square.GetAdjacentSquares(); List <MapSquare> squaresToSearch = new List <MapSquare>(); squaresToSearch.AddRange(adjacentSquares); foreach (MapSquare adjSquare in adjacentSquares) { squaresToSearch.AddRange(adjSquare.GetAdjacentSquares()); } foreach (MapSquare squareToSearch in squaresToSearch) { squareToSearch.SetEnemyScoutLevel(newScoutLevel); } }