private void _addStatusEffect(object[] args) { // addStatusEffect(string partyMemberSelector, StatusEffectType statusEffectType) string partyMemberSelector = (string)args[0]; StatusEffectType statusEffectType = (StatusEffectType)args[1]; StatusEffect statusEffect; switch (statusEffectType) { case StatusEffectType.Poison: statusEffect = new StatusEffects.Poison(); break; case StatusEffectType.Paralysis: statusEffect = new StatusEffects.Paralysis(); break; case StatusEffectType.Fear: statusEffect = new StatusEffects.Fear(actor); break; case StatusEffectType.Doom: statusEffect = new StatusEffects.Doom(actor); break; default: statusEffect = null; break; } if (statusEffect != null) { PartyMember partyMember = getPartyMemberFromSelector(partyMemberSelector); partyMember.AddStatusEffect(statusEffect); } }
public override void EndTurnUpdate(PartyMember partyMember, Delta delta) { base.EndTurnUpdate(partyMember, delta); Fear.UpdateShudder(partyMember, Color.DarkRed, shudderManager, delta); doomParticleManager.Update(Inflictor, delta); textParticleManager.Update(partyMember, delta); if (Inflictor.Alive && shudderManager.Finished) { if (++turns > durationInTurns) { partyMember.DoDamage(partyMember.Health, true); Inflictor = null; } } }
private void _addStatusEffect(object[] args) { // addStatusEffect(string partyMemberSelector, StatusEffectType statusEffectType) string partyMemberSelector = (string)args[0]; StatusEffectType statusEffectType = (StatusEffectType)args[1]; StatusEffect statusEffect; switch (statusEffectType) { case StatusEffectType.Poison: statusEffect = new StatusEffects.Poison(); break; case StatusEffectType.Paralysis: statusEffect = new StatusEffects.Paralysis(); break; case StatusEffectType.Fear: statusEffect = new StatusEffects.Fear(actor); break; case StatusEffectType.Doom: statusEffect = new StatusEffects.Doom(actor); break; default: statusEffect = null; break; } if (statusEffect != null) { PartyMember partyMember = getPartyMemberFromSelector(partyMemberSelector); partyMember.AddStatusEffect(statusEffect); } }