//Change the stat type by a give amount //returns true if the user died because of this change // public void ChangeStateType(StatTypes type, StatContainerType container, int stateChange) { if (container == StatContainerType.Both || container == StatContainerType.Current) { currentStatCollection.ChangeStat(type, stateChange); } if (container == StatContainerType.Both || container == StatContainerType.Max) { maxStatCollection.ChangeStat(type, stateChange); } //should put in a safety net for going over max // rework the Actor.ChangeHealth() method to just call this // if (currentStatCollection.GetValue(StatTypes.Health) <= deathThreshold && container == StatContainerType.Current) { if (Globals.currState == GameState.Combat) { Globals.GetBoardManager().spawner.GetActor(this).KillActor(); } } }