예제 #1
0
    public override void AddLevel(int amount = 1)
    {
        base.AddLevel(amount);

        // Apply Stat Mod
        PlayerStatMod.ApplyMod_Weapon(this);
    }
예제 #2
0
    public void Slow_Remove(PlayerStatus_Slow status_Slow)
    {
        slowList.Remove(status_Slow);

        // Apply Slow
        PlayerStatMod.RemoveMod_Player(slow);
    }
예제 #3
0
    public void Slow_Add(PlayerStatus_Slow status_Slow)
    {
        slowList.Add(status_Slow);
        slowList = slowList.OrderByDescending(o => o.SlowAmount).ToList();

        // Apply Slow
        PlayerStatMod.AddMod_Player(slow);
    }
예제 #4
0
 protected override void OnRemovedFromInventory()
 {
     if (playerStatMod != null)
     {
         PlayerStatMod.RemoveMod_Player(playerStatMod);
     }
     if (weaponStatMod != null)
     {
         PlayerStatMod.RemoveMod_Weapon(weaponStatMod);
     }
 }
예제 #5
0
    public override void OnAdd(InventoryBase inventory)
    {
        base.OnAdd(inventory);

        if (playerStatMod != null)
        {
            PlayerStatMod.AddMod_Player(playerStatMod);
        }
        if (weaponStatMod != null)
        {
            PlayerStatMod.AddMod_Weapon(weaponStatMod);
        }
    }
예제 #6
0
    public override void AddLevel(int amount = 1)
    {
        base.AddLevel(amount);

        if (playerStatMod != null)
        {
            PlayerStatMod.ApplyMod_Player();
        }
        if (weaponStatMod != null)
        {
            PlayerStatMod.ApplyMod_Weapons();
        }
    }
예제 #7
0
    public override void OnAdd(InventoryBase inventory)
    {
        base.OnAdd(inventory);

        // Attach to Player
        gameObject.SetActive(true);
        transform.SetParent(GM.PlayerObj.transform);
        transform.localPosition = new Vector2(0, pivotPointY);

        // Select
        SelectInActiveSlot();

        // Apply Stat Mod
        PlayerStatMod.ApplyMod_Weapon(this);
    }