public void ApplyStatusEffect(ActionType type, StatusEffect statusEffect, float deltaTime, CharacterHealth characterHealth, Limb targetLimb) { if (type == ActionType.OnDamaged && !statusEffect.HasRequiredAfflictions(characterHealth.Character.LastDamage)) { return; } statusEffect.SetUser(Source); if (statusEffect.HasTargetType(StatusEffect.TargetType.Character)) { statusEffect.Apply(type, deltaTime, characterHealth.Character, characterHealth.Character); } if (targetLimb != null && statusEffect.HasTargetType(StatusEffect.TargetType.Limb)) { statusEffect.Apply(type, deltaTime, characterHealth.Character, targetLimb); } if (targetLimb != null && statusEffect.HasTargetType(StatusEffect.TargetType.AllLimbs)) { statusEffect.Apply(type, deltaTime, targetLimb.character, targets: targetLimb.character.AnimController.Limbs); } if (statusEffect.HasTargetType(StatusEffect.TargetType.NearbyItems) || statusEffect.HasTargetType(StatusEffect.TargetType.NearbyCharacters)) { targets.Clear(); targets.AddRange(statusEffect.GetNearbyTargets(characterHealth.Character.WorldPosition, targets)); statusEffect.Apply(type, deltaTime, characterHealth.Character, targets); } }
public void ApplyStatusEffect(StatusEffect statusEffect, float deltaTime, CharacterHealth characterHealth, Limb targetLimb) { statusEffect.SetUser(Source); if (statusEffect.HasTargetType(StatusEffect.TargetType.Character)) { statusEffect.Apply(ActionType.OnActive, deltaTime, characterHealth.Character, characterHealth.Character); } if (targetLimb != null && statusEffect.HasTargetType(StatusEffect.TargetType.Limb)) { statusEffect.Apply(ActionType.OnActive, deltaTime, characterHealth.Character, targetLimb); } if (targetLimb != null && statusEffect.HasTargetType(StatusEffect.TargetType.AllLimbs)) { statusEffect.Apply(ActionType.OnActive, deltaTime, targetLimb.character, targetLimb.character.AnimController.Limbs.Cast <ISerializableEntity>().ToList()); } if (statusEffect.HasTargetType(StatusEffect.TargetType.NearbyItems) || statusEffect.HasTargetType(StatusEffect.TargetType.NearbyCharacters)) { var targets = new List <ISerializableEntity>(); statusEffect.GetNearbyTargets(characterHealth.Character.WorldPosition, targets); statusEffect.Apply(ActionType.OnActive, deltaTime, targetLimb.character, targets); } }