Пример #1
0
 public void ResetUnitHealthToMax()
 {
     // this is done on lvl up
     LPartyUnit.UnitHealthCurr = LPartyUnit.GetUnitEffectiveMaxHealth();
     // update Health panel
     UpdateUnitHealthInfo();
 }
Пример #2
0
    //public void ApplyDestructiveAbility(int damageDealt)
    //{
    //    int healthAfterDamage = LPartyUnit.UnitHealthCurr + damageDealt; // Note: damageDealt is negative normally
    //    // make sure that we do not set health less then 0
    //    if (healthAfterDamage <= 0)
    //    {
    //        healthAfterDamage = 0;
    //    }
    //    LPartyUnit.UnitHealthCurr = healthAfterDamage;
    //    // update current health in UI
    //    Text currentHealth = GetUnitCurrentHealthText();
    //    currentHealth.text = healthAfterDamage.ToString();
    //    // verify if unit is dead
    //    if (0 == healthAfterDamage)
    //    {
    //        // set unit is dead attribute
    //        LPartyUnit.UnitStatus = UnitStatus.Dead;
    //    }
    //    // display damage dealt in info panel
    //    UnitInfoPanelText.text = damageDealt.ToString() + " health";
    //    UnitInfoPanelText.color = Color.red;
    //}

    //public void RemoveAllBuffs()
    //{
    //    //Debug.Log("RemoveAllBuffs");
    //    // in unit properties
    //    for (int i = 0; i < LPartyUnit.UnitBuffs.Length; i++)
    //    {
    //        LPartyUnit.UnitBuffs[i] = UnitBuff.None;
    //    }
    //    // in UI
    //    UnitBuffIndicator[] allBuffs = GetUnitBuffsPanel().GetComponentsInChildren<UnitBuffIndicator>();
    //    foreach (UnitBuffIndicator buff in allBuffs)
    //    {
    //        Destroy(buff.gameObject);
    //    }
    //}

    //public void RemoveAllDebuffs()
    //{
    //    // in unit properties
    //    for (int i = 0; i < LPartyUnit.UnitDebuffs.Length; i++)
    //    {
    //        LPartyUnit.UnitDebuffs[i] = UnitDebuff.None;
    //    }
    //    // in UI
    //    UnitDebuffIndicator[] allDebuffs = GetUnitDebuffsPanel().GetComponentsInChildren<UnitDebuffIndicator>();
    //    foreach (UnitDebuffIndicator buff in allDebuffs)
    //    {
    //        Destroy(buff.gameObject);
    //    }
    //}

    public void RemoveAllBuffsAndDebuffs()
    {
        // RemoveAllBuffs();
        // RemoveAllDebuffs();
        LPartyUnit.RemoveAppliedUnitUniquePowerModifiers(); // process both buffs and debuffs
    }
Пример #3
0
 void UpdateUnitMaxHealthInfo()
 {
     Debug.Log("Updating " + LPartyUnit.UnitName + " unit max health");
     transform.Find("HPPanel/HPmax").GetComponent <Text>().text = LPartyUnit.GetUnitEffectiveMaxHealth().ToString();
 }
Пример #4
0
 void SetUnitNameUI()
 {
     // set Name
     transform.Find("Name").GetComponent <Text>().text = LPartyUnit.GetUnitDisplayName();
 }