public override void Cast(RPG_Character character, uint power = 0) { if (character.Cond == condition.Poisoned) { character.ChangeStatusToNormal(); } }
// Use this for initialization void Start() { PoisonTr = new Thread(Poisoned); StunnedTr = new Thread(Stunned); IllTr = new Thread(Ill); person = this.gameObject.GetComponent <RPG.RPG_Character>(); }
public void GiveArt(RPG_Character character, Item art) { if (Invetory.Contains(art)) { Invetory.Remove(art); } character.AddInInventory(art); }
public override void Cast(RPG_Character character, uint power = 0) { if (character.Cond == condition.Poisoned) { character.ChangeStatusToNormal(); } Instantiate(effect, thePlayer.transform.position, thePlayer.transform.rotation); var clone = (GameObject)Instantiate(effect, thePlayer.transform.position, Quaternion.Euler(Vector3.zero)); }
public void Cast(Spell spl, RPG_Character character = null, uint power = 0) { if (StudiedSpells.Contains(spl) && (IsWalkable || spl.CanBeSilent) && (IsTalkative || spl.CanBeStaned) && currentMP >= spl.requiredMP) { spl.Cast(character, power); CurrentMP -= spl.requiredMP; } }
public void UseArt(Artefact art, RPG_Character character = null, uint power = 0) { if (Invetory.Contains(art)) { art.Cast(character, power); if (art.IsRenewable == false) { Invetory.Remove(art); } } }
public override void Cast(RPG_Character character, uint power = 0) { GameObject.Find("Player").SetActive(true); if (character.Cond == condition.Dead) { character.Cond = condition.Weakened; character.CurrentHP = 1; } Instantiate(effect, thePlayer.transform.position, thePlayer.transform.rotation); var clone = (GameObject)Instantiate(effect, thePlayer.transform.position, Quaternion.Euler(Vector3.zero)); }
public override void Cast(RPG_Character character, uint power = 0) { if (power == 0) { character.CurrentHP += Energy; } else { character.CurrentHP += power; } }
public override void Cast(RPG_Character character, uint power) { character.Hit -= character.HitHandler; Thread thread = new Thread(returnSusceptibility); thread.Start(character); playerSprite.color = new UnityEngine.Color(255, 255, 115, 0.15f); isActive = true; //Instantiate(effect, thePlayer.transform.position, thePlayer.transform.rotation); //var clone = (UnityEngine.GameObject)Instantiate(effect, thePlayer.transform.position, UnityEngine.Quaternion.Euler(UnityEngine.Vector3.zero)); }
public override void Cast(RPG_Character character, uint power = 0) { if (Energy < power) { power = Energy; } if (power > character.CurrentHP) { power = character.CurrentHP; } character.CurrentHP -= power; Energy -= power; }
public override void Cast(RPG_Character character, uint power = 0) { if (power == 0) { character.CurrentHP += Power; } else { character.CurrentHP += power; } Instantiate(effect, thePlayer.transform.position, thePlayer.transform.rotation); var clone = (GameObject)Instantiate(effect, thePlayer.transform.position, Quaternion.Euler(Vector3.zero)); }
public override void Cast(RPG_Character character, uint power = 0) { if (character is CharacterWieldingMagic) { if (power == 0) { (character as CharacterWieldingMagic).CurrentMP += Energy; } else { (character as CharacterWieldingMagic).CurrentMP += power; } } }
public int CompareTo(object obj) { if (!(obj is RPG_Character)) { throw new ArgumentException("object is not a RPG_Character"); } RPG_Character otherRPG_Character = (RPG_Character)obj; if (Expirience < otherRPG_Character.Expirience) { return(-1); } if (Expirience > otherRPG_Character.Expirience) { return(1); } return(0); }
void use(Drag drag) { if (drag.item is Artefact) { RPG.RPG_Character Player = GameObject.Find("Player").GetComponent <RPG.RPG_Character>(); Player.UseArt(drag.item as Artefact, Player.Target); if (!(drag.item as Artefact).IsRenewable) { Destroy(drag.gameObject); } } else if (drag.item is HandItem) { HandItem myitem; myitem = Instantiate <GameObject>(Resources.Load <GameObject>(drag.item.prefab)).GetComponent <HandItem>(); playerContr.gameObject.GetComponent <PlayerMovement>().addHand(myitem); list.Remove(drag.item); Destroy(drag.gameObject); } else { scroll.SetActive(true); } }
public void HitHandler(RPG_Character character, uint damageValue) { character.currentHP -= damageValue; }
public abstract void Cast(RPG_Character character, uint power);