public void HealEffect() { playerStats.RestoreHP(amountToBeHealed); GameObject healFX = Instantiate(currentFX, playerStats.transform); Destroy(instantiatedFXModel.gameObject); Destroy(healFX, 4); weaponSlotManager.ReloadWeapons(); }
public override void SuccessfullyCastSpell( PlayerAnimatorManager animationHandler, PlayerStats playerStats, CameraHandler cameraHandler, WeaponSlotManager weaponSlotManager) { //whenever we use the successfully cast spell it will also fire this function from the class it derives from on Spell_Item base.SuccessfullyCastSpell(animationHandler, playerStats, cameraHandler, weaponSlotManager); GameObject instantiatedSpellFX = Instantiate(spellCastFX, animationHandler.transform); playerStats.RestoreHP(healAmount); Destroy(instantiatedSpellFX, 2); Debug.Log("Spell Cast Successful"); }