protected virtual void OnTriggerExit(Collider other) { Actor actor = other.gameObject.GetComponent <Actor>(); if (!ReferenceEquals(actor, null)) { StatusEffectScheduler.Instance(actor.Guid).RemoveStatusEffect(_status.StatusEffectData.Name); } }
protected virtual void OnTriggerEnter(Collider other) { Actor actor = other.gameObject.GetComponent <Actor>(); if (!ReferenceEquals(actor, null)) { _status = new Status(actor, Magnitude, StatusEffectData); StatusEffectScheduler.Instance(actor.Guid).AddStatusEffect(_status); } }
private void AdjustTemperature(Actor actor, float magnitude, string name, StatusEffectData statusEffectData) { StatusEffectScheduler.Instance(actor.Guid).RemoveStatusEffect(name); StatusEffectScheduler.Instance(actor.Guid).AddStatusEffect(new Status(actor, magnitude, statusEffectData)); }