public NightmareInstance(Nightmare nightmare, GameObject self, GameObject target) : base(nightmare.TickInfo.TicksRequired, nightmare.TickInfo.Duration) { _self = self; _damage = nightmare.TotalDamage / nightmare.TickInfo.Duration; _target = target; _healthable = target.GetComponent <IHealthable>(); _fx = Instantiate(nightmare._nightmareFX, _target.transform); }
public override void Initialize(GameObject go) { base.Initialize(go); Level = 1;//This ability is 'innate' and starts off being leveled _nightmareAbility = go.GetComponent <IAbilitiable>().GetAbility <Nightmare>(); _attackable = go.GetComponent <IAttackable>(); _teamable = go.GetComponent <ITeamable>(); _healthable = go.GetComponent <IHealthable>(); _proc = new DynamicProc(0f); _attackable.IncomingAttackLanded += IncomingAttackLanded; }