public override void AddLevel(int amount = 1) { base.AddLevel(amount); // Apply Stat Mod PlayerStatMod.ApplyMod_Weapon(this); }
public void Slow_Remove(PlayerStatus_Slow status_Slow) { slowList.Remove(status_Slow); // Apply Slow PlayerStatMod.RemoveMod_Player(slow); }
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); }
protected override void OnRemovedFromInventory() { if (playerStatMod != null) { PlayerStatMod.RemoveMod_Player(playerStatMod); } if (weaponStatMod != null) { PlayerStatMod.RemoveMod_Weapon(weaponStatMod); } }
public override void OnAdd(InventoryBase inventory) { base.OnAdd(inventory); if (playerStatMod != null) { PlayerStatMod.AddMod_Player(playerStatMod); } if (weaponStatMod != null) { PlayerStatMod.AddMod_Weapon(weaponStatMod); } }
public override void AddLevel(int amount = 1) { base.AddLevel(amount); if (playerStatMod != null) { PlayerStatMod.ApplyMod_Player(); } if (weaponStatMod != null) { PlayerStatMod.ApplyMod_Weapons(); } }
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); }