예제 #1
0
    // I realize the "weaknesses" and "strengths" terminology is a little backwards here
    // but being hit by a "weakness" has an advantageous effect (usually) and being hit
    // by a "strength" has a disadvantageous effect (usually)

    public override void Interact(int potionFlags)
    {
        foreach (Elements element in weaknesses)
        {
            if (PersistentInteraction.Recognized(potionFlags, element))
            {
                SpriteRenderer sprite = transform.Find("Light").GetComponent <SpriteRenderer>();
                if (!sprite.enabled)
                {
                    sprite.enabled = true;
                    OnLight();
                }
            }
        }
        foreach (Elements element in strengths)
        {
            if (PersistentInteraction.Recognized(potionFlags, element))
            {
                SpriteRenderer sprite = transform.Find("Light").GetComponent <SpriteRenderer>();
                if (sprite.enabled)
                {
                    sprite.enabled = false;
                    OnFizzle();
                }
            }
        }
    }
예제 #2
0
 public virtual void Interact(int potionFlags)
 {
     foreach (Elements element in weaknesses)
     {
         if (PersistentInteraction.Recognized(potionFlags, element))
         {
             Damage(1);
         }
     }
 }
예제 #3
0
    protected virtual void OnCollisionStay2D(Collision2D other)
    {
        HomebrewFlags flagData = other.gameObject.GetComponent <HomebrewFlags>();

        if (flagData != null)
        {
            foreach (Elements element in weaknesses)
            {
                if (PersistentInteraction.Recognized(flagData.Flags, element))
                {
                    OnStay(flagData.Flags);
                }
            }
        }
    }