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); }
public virtual void OnTrapped(int trapStr, StaticEnums.StatusEffect effect) { Debug.Log(gameObject.name + " stepped on a trap!"); }
public override void OnTrapped(int trapStr, StaticEnums.StatusEffect effect) { m_CharacterBaseController.TakeDamage(effect, trapStr); }