private void ToggleEffectIcon(StatusEffects.StatusEffectType type, bool toggle) { for (int i = 0; i < statusEffectIcons.Count; i++) { if (statusEffectIcons[i].type == type) { if (toggle) { statusEffectIcons[i].Activate(); } else { statusEffectIcons[i].gameObject.SetActive(false); } } } }
private void ToggleWeaponBuffIcon(StatusEffects.StatusEffectType type, bool toggle, float?duration = null) { for (int i = 0; i < weaponBuffIcons.Count; i++) { if (weaponBuffIcons[i].type == type) { if (toggle) { weaponBuffIcons[i].Activate(duration); } else { weaponBuffIcons[i].gameObject.SetActive(false); } } } }
public override int StartPotion(int rarity) { nextDrinkTime = 0; index = Random.Range(0, 5); Database.hostInstance.GetPotionSprite(index); Database.hostInstance.GetPotionObject(index); effectType = (StatusEffects.StatusEffectType)index; myMaterialIndex = Database.hostInstance.GetPotionMaterial(index); spriteIndex = Database.hostInstance.GetPotionSprite(index); prefabIndex = Database.hostInstance.GetPotionObject(index); itemName = GetPotionName(); Debug.Log(itemName); itemRarity = (ItemRarity)rarity; statusEffectDuration = GetStatusEffectDuration(); buffDuration = GetBuffDuration(); itemLevel = 1; return(index); }
private void WeaponSlot_OnWeaponBuffRemoved(StatusEffects.StatusEffectType type) { ToggleWeaponBuffIcon(type, false); }
private void WeaponSlot_OnWeaponBuffAdded(StatusEffects.StatusEffectType type, float duration) { ToggleWeaponBuffIcon(type, true, duration); }
private void StatusEffects_OnEffectEnded(StatusEffects.StatusEffectType type) { ToggleEffectIcon(type, false); }
private void StatusEffects_OnEffectStarted(StatusEffects.StatusEffectType type) { ToggleEffectIcon(type, true); }