示例#1
0
 public void RemoveATurnFor(StatusEffectsData statusEffect)
 {
     foreach (var status in statusEffectsApplied)
     {
         status.turnDuration--;
         if (status.turnDuration < 1)
         {
             statusEffectsApplied.Remove(status);
         }
     }
 }
示例#2
0
    private static void AddEffect(int receiverind, StatusEffectsData status)
    {
        Hero  hero  = BattleManager.instance.characters[receiverind].GetComponent <Hero>();
        Enemy enemy = BattleManager.instance.characters[receiverind].GetComponent <Enemy>();

        if (hero != null)
        {
            hero.character.statusEffects.AddStatusEffect(status.statusEffect, status.turnDuration);
        }
        if (enemy != null)
        {
            enemy.character.statusEffects.AddStatusEffect(status.statusEffect, status.turnDuration);
        }
    }
    public StatusEffectBehaviour(StatusEffectsData statusData)
    {
        switch (statusData.statusEffect)
        {
        case (StatusEffects.StatusType.Stun):
            break;

        case (StatusEffects.StatusType.Illusion):
            break;

        case (StatusEffects.StatusType.Defense):
            break;
        }
    }