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