示例#1
0
        /// <summary>
        /// Heals the player by specified amount
        /// </summary>
        /// <param name="session"></param>
        /// <param name="amount"></param>
        public void Heal(PlayerSession session, float amount)
        {
            EntityEffectFluid effect = new EntityEffectFluid(EntityFluidEffectKeyDatabase.Instance.Health, EEntityEffectFluidModifierType.AddValuePure, amount);
            EntityStats       stats  = session.WorldPlayerEntity.GetComponent <EntityStats>();

            effect.Apply(stats);
        }
示例#2
0
        /// <summary>
        /// Damages the player by specified amount
        /// </summary>
        /// <param name="session"></param>
        /// <param name="amount"></param>
        public void Hurt(PlayerSession session, float amount)
        {
            var effect = new EntityEffectFluid(EEntityFluidEffectType.Damage, EEntityEffectFluidModifierType.AddValuePure, -amount);
            var stats  = session.WorldPlayerEntity.GetComponent <EntityStats>();

            effect.Apply(stats);
        }
示例#3
0
        /// <summary>
        /// Heals the user's character by specified amount
        /// </summary>
        /// <param name="amount"></param>
        public void Heal(float amount)
        {
            var effect = new EntityEffectFluid(EEntityFluidEffectType.Health, EEntityEffectFluidModifierType.AddValuePure, amount);
            var stats  = session.WorldPlayerEntity.GetComponent <EntityStats>();

            effect.Apply(stats);
        }
示例#4
0
文件: Player.cs 项目: Ryan-J-D/Oxide
        /// <summary>
        /// Damages the player by specified amount
        /// </summary>
        /// <param name="session"></param>
        /// <param name="amount"></param>
        public void Hurt(PlayerSession session, float amount)
        {
#if ITEMV2
            var effect = new EntityEffectFluid(EntityFluidEffectKeyDatabase.Instance.Damage, EEntityEffectFluidModifierType.AddValuePure, -amount);
#else
            var effect = new EntityEffectFluid(EEntityFluidEffectType.Damage, EEntityEffectFluidModifierType.AddValuePure, -amount);
#endif
            var stats = session.WorldPlayerEntity.GetComponent <EntityStats>();
            effect.Apply(stats);
        }