void DealDamage(AbilityHitEntityEvent evt)
    {
        Entity target = evt.context["target"] as Entity;

        //FloatAttribute damage = evt.ability["damage"] as FloatAttribute;
        target.resourceManager["health"].Decrease(10, evt.context);
    }
 void OnHit(AbilityHitEntityEvent evt) {
     if(delay > 0) {
         timer = new Timer(delay);
     }
     else {
         destroyed = true;
         if (toDestroy == null) toDestroy = gameObject;
         Destroy(toDestroy);
     }
 }
 public void EnableDisableObjects(AbilityHitEntityEvent evt) {
     if(toEnable != null) {
         for(int i = 0; i < toEnable.Length; i++) {
             if(toEnable[i] != null) toEnable[i].SetActive(true);
         }
     }
     if(toDisable != null) {
         for(int i = 0; i < toDisable.Length; i++) {
             if(toDisable[i] != null) toDisable[i].SetActive(false);
         }
     }
 }
Exemplo n.º 4
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 void OnHit(AbilityHitEntityEvent evt)
 {
     if (delay > 0)
     {
         timer = new Timer(delay);
     }
     else
     {
         destroyed = true;
         if (toDestroy == null)
         {
             toDestroy = gameObject;
         }
         Destroy(toDestroy);
     }
 }
 public void EnableDisableObjects(AbilityHitEntityEvent evt)
 {
     if (toEnable != null)
     {
         for (int i = 0; i < toEnable.Length; i++)
         {
             if (toEnable[i] != null)
             {
                 toEnable[i].SetActive(true);
             }
         }
     }
     if (toDisable != null)
     {
         for (int i = 0; i < toDisable.Length; i++)
         {
             if (toDisable[i] != null)
             {
                 toDisable[i].SetActive(false);
             }
         }
     }
 }
 void DealDamage(AbilityHitEntityEvent evt) {
     Entity target = evt.context["target"] as Entity;
     //FloatAttribute damage = evt.ability["damage"] as FloatAttribute;
     target.resourceManager["health"].Decrease(10, evt.context);
 }