示例#1
0
    // Serialize Burn
    private void SerializeAsBurn(BurnDamage effect)
    {
        int index = 0;
        // Allocate space for burn params
        int sizeofDamage = 4;   // One float for damage amount

        sizeofEffect = sizeofDamage;

        SerializeBaseEffect(effect, ref index);

        // Serialization
        Protocol.Serialize(effect.Damage, effectInfo, ref index);
    }
示例#2
0
    public override void ApplyEffect(GameObject target)
    {
        // Ref the player stat class
        PlayerStats ps = target.GetComponent <PlayerStats>();

        if (!ps)
        {
            Debug.LogError("No Player Stats class in target: " + target);
            return;
        }

        // Copy this effect to the target
        BurnDamage burn = new BurnDamage(this);

        ps.AddEffect(burn);
    }
示例#3
0
 // Use this for initialization
 private void Start()
 {
     burn = new BurnDamage(10f, 3f);
 }
示例#4
0
 public BurnDamage(BurnDamage burnDamage)
 {
     _burnDamage = burnDamage.Damage;
     _lifetime   = burnDamage.Lifetime;
 }
示例#5
0
 public BurnDamage(BurnDamage burnDamage)
 {
     Damage   = burnDamage.Damage;
     Lifetime = burnDamage.Lifetime;
 }