public void RemoveATurnFor(StatusEffectsData statusEffect) { foreach (var status in statusEffectsApplied) { status.turnDuration--; if (status.turnDuration < 1) { statusEffectsApplied.Remove(status); } } }
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; } }