public EnemySystem(GameObject ownerPrefab, List <Vector3> waypoints, bool isOwnedByPlayer = true) { AbilityControlSystem = new Abilities.ControlSystem(this, isOwnedByPlayer); TraitControlSystem = new Traits.ControlSystem(this); AppliedEffectSystem = new AppliedEffectSystem(); this.waypoints = waypoints; Prefab = ownerPrefab; Prefab.layer = 12; IsOwnedByLocalPlayer = isOwnedByPlayer; }
public void RemoveEffect(Data.Effect effect) { AppliedEffectSystem.RemoveEffect(effect); EffectRemoved?.Invoke(effect); }
public int CountOf(Data.Effect effect) => AppliedEffectSystem.CountOf(effect);
public void AddEffect(Data.Effect effect) { AppliedEffectSystem.AddEffect(effect); EffectApplied?.Invoke(effect); }