public static void ApplyEffectsToStats(StatEffect[] effects, bool forward) { if (effects.Length > 0) { for (int i = 0; i < effects.Length; i++) { ItemUtils.ApplyEffectsToStats(effects[i], forward); } } }
public static bool ApplyEffectsToStats(StatEffect[] effects, bool forward, int times = 1) { bool result = false; if (effects != null && effects.Length > 0) { for (int i = 0; i < times; i++) { for (int j = 0; j < effects.Length; j++) { if (ItemUtils.ApplyEffectsToStats(effects[j], forward)) { result = true; } } } } return(result); }
public static GameObject SpawnItem(string itemName, Vector3 position, Quaternion rotation, bool avoidImpacts = false) { int itemId = ItemDatabase.ItemIdByName(itemName); return(ItemUtils.SpawnItem(itemId, position, rotation, avoidImpacts)); }