private void GainStatus(StatusEffect.StatusType statusType, int stacks, int duration) { ConfigData configData = FindObjectOfType <ConfigData>(); enemyCurrentStatusEffects = configData.GetEnemyStatusEffects(); enemyCurrentStatusEffects.InflictStatus(statusType, stacks, playerOrEnemy, duration); }
private void SetupStartingBuffs() { string playerOrEnemy = "player"; // ELEMENT OF SURPRISE StatusEffectHolder playerCurrentStatusEffects = configData.GetPlayerStatusEffects(); int startingMomentum = GetCombinedAmountFromPowerUps(GetPowerUpsOfType(PowerUp.PowerUpType.ElementOfSurprise)); if (startingMomentum > 0) { playerCurrentStatusEffects.InflictStatus(StatusEffect.StatusType.Momentum, startingMomentum, playerOrEnemy); } // PERSONAL SHIELD personalShieldStacks = GetCombinedAmountFromPowerUps(GetPowerUpsOfType(PowerUp.PowerUpType.PersonalShield)); // THE BEST OFFENSE int startingRetaliation = GetCombinedAmountFromPowerUps(GetPowerUpsOfType(PowerUp.PowerUpType.TheBestOffense)); if (startingRetaliation > 0) { playerCurrentStatusEffects.InflictStatus(StatusEffect.StatusType.Retaliate, startingRetaliation, playerOrEnemy, 99999); } }
private void InflictStatus(StatusEffect.StatusType whichStatus, int amountOfStacks) { StatusEffectHolder playerStatusEffects = FindObjectOfType <ConfigData>().GetPlayerStatusEffects(); playerStatusEffects.InflictStatus(whichStatus, amountOfStacks, playerOrEnemy); }