public override IEnumerator ApplyEffect (Zone z, Player player) { Camera.main.GetComponent<AudioSource>().PlayOneShot(clip); player.AddBuff (this); z.OnEffectActivated(); yield return player.WaitUntilLastZoneModified(); z.OnEffectFinished(); player.RemoveBuff (this); }
public override IEnumerator ApplyEffect (Zone z, Player player) { Camera.main.GetComponent<AudioSource>().PlayOneShot(sound); player.multiplicatorSpeedBullet *= boostMultiplier; z.OnEffectActivated(); yield return player.WaitUntilLastZoneModified(); z.OnEffectFinished(); player.multiplicatorSpeedBullet /= boostMultiplier; }
public override IEnumerator ApplyEffect (Zone z, Player player) { foreach(Player p in Game.Instance.Players) if(p != player) player.AddBuff (this); z.OnEffectActivated(); yield return player.WaitUntilLastZoneModified(); z.OnEffectFinished(); foreach(Player p in Game.Instance.Players) if(p != player) player.RemoveBuff (this); }
public override IEnumerator ApplyEffect (Zone z, Player player) { mustStop = true; yield return null; mustStop = false; foreach (Player p in Game.Instance.Players) if (p != player) Game.Instance.StartCoroutine(Vibrate(p)); z.OnEffectActivated(); yield return player.WaitUntilLastZoneModified(); z.OnEffectFinished(); mustStop = true; }
public override IEnumerator ApplyEffect (Zone z, Player player) { last = player; CameraFlip flipper_le_dauphin = Camera.main.GetComponent<CameraFlip>(); //Zone z = player.LastOwnedZone; flipper_le_dauphin.inverse = true; z.OnEffectActivated(); yield return player.WaitUntilLastZoneModified(); if(player == last) { flipper_le_dauphin.inverse = false; z.OnEffectFinished(); } }
public override IEnumerator ApplyEffect (Zone z, Player player) { foreach (Player p in Game.Instance.Players) if (p != player) p.WindForce = wind; z.OnEffectActivated(); yield return player.WaitUntilLastZoneModified(); z.OnEffectFinished(); foreach (Player p in Game.Instance.Players) if (p != player) p.WindForce = null; }
public override IEnumerator ApplyEffect (Zone z, Player player) { z.OnEffectActivated(); yield return player.WaitUntilLastZoneModified(); z.OnEffectFinished(); }