public DodgeRoll(Vector3 movement) : base(movement) { BaseTimeDelay = 0.65f; Mutators = new Dictionary <ActorStatsDeclaration, List <StatMutator> >(); Mutators.Add(ActorStatsDeclaration.DamageTakenModificator, new List <StatMutator>()); Mutators.Add(ActorStatsDeclaration.Speed, new List <StatMutator>()); Mutators[ActorStatsDeclaration.DamageTakenModificator]. Add(StatMutatorFactory.TimeElapsedMutatorMultiplicator(0, 0.5f)); Mutators[ActorStatsDeclaration.Speed]. Add(StatMutatorFactory.TimeElapsedMutatorMultiplicator(2.9f, 0.6f)); }
public void ApplyImmidiateHeal(float heal) { AddMutator(ActorStatsDeclaration.CurrentHealthPoints, StatMutatorFactory.ImmidiateMutatorFlat(heal)); }
public void ApplyHealOverTime(float heal, float time) { AddMutator(ActorStatsDeclaration.CurrentHealthPoints, StatMutatorFactory.TimeElapsedMutatorValuePerTime(heal, time)); }
public void ApplyDamage(float dmg) { dmg = DamageTakenModificator * dmg; AddMutator(ActorStatsDeclaration.CurrentHealthPoints, StatMutatorFactory.ImmidiateMutatorFlat(-dmg)); }