public void ApplyStatusEffect(int effectStr, StaticEnums.StatusEffect effect)
    {
        switch (effect)
        {
        case StaticEnums.StatusEffect.mirror:
            if (gameObject.tag == "Player")
            {
                mirror = true;
            }
            break;

        case StaticEnums.StatusEffect.stun:
            Stun(effectStr);
            break;

        case StaticEnums.StatusEffect.confusion:
            Confuse(effectStr);
            break;
        }
    }
    public void TakeDamage(StaticEnums.StatusEffect effect, int damage = 1)
    {
        if (currentCharacterStatus != CharacterStatus.defeated)
        {
            if (!hasBeenHit)
            {
                life -= damage;
            }

            ApplyStatusEffect(damage, effect);

            if (life > 0)
            {
                hasBeenHit = true;
            }
            else
            {
                SwitchCharacterStatus(CharacterStatus.defeated);
            }
        }
    }
 public override void OnTrapped(int trapStr, StaticEnums.StatusEffect effect)
 {
     m_CharacterController.ApplyStatusEffect(trapStr, effect);
 }
Пример #4
0
 public virtual void OnTrapped(int trapStr, StaticEnums.StatusEffect effect)
 {
     Debug.Log(gameObject.name + " stepped on a trap!");
 }
Пример #5
0
 public override void OnTrapped(int trapStr, StaticEnums.StatusEffect effect)
 {
     m_CharacterBaseController.TakeDamage(effect, trapStr);
 }