private void Burn() { //timer if ((dotTimerTick < StoryProgressionManager.GetTimeHours()) && (dotTimer <= StoryProgressionManager.GetTimeHours())) { gameObject.GetComponent <CharacterStats>().TakeDamage(amount, DictionaryHolder.element.Fire); dotTimer++; } }
private void Poison() { //timer if ((dotTimerTick <= StoryProgressionManager.GetTimeHours()) && (dotTimer <= StoryProgressionManager.GetTimeHours())) { GameObject.FindGameObjectWithTag("FightWindow").GetComponent <FightManager>().WriteToInfoLabel(string.Format("<color=green>Poisoned</color>... <color=red>{0}</color>", gameObject.GetComponent <CharacterStats>().TakeDamage(amount, DictionaryHolder.element.Earth))); dotTimer++; } }
private void Escape() { if (dotTimer >= dotTimerTick) { GameObject.FindGameObjectWithTag("FightWindow").GetComponent <FightManager>().EnemyEscape(); } if (dotTimer < StoryProgressionManager.GetTimeHours()) { dotTimer = StoryProgressionManager.GetTimeHours(); } }
private void Bleed() { //timer if (dotTimerTick < StoryProgressionManager.GetTimeHours()) { Debug.Log(dotTimer + "/" + dotTimerTick); } else { GameObject.FindGameObjectWithTag("FightWindow").GetComponent <FightManager>().WriteToInfoLabel(string.Format("<color=red>Bleeding</color>... <color=red>{0}</color>", gameObject.GetComponent <CharacterStats>().TakeDamage(amount, DictionaryHolder.element.Dark))); amount = 0; } }
public void UseSkillEffect(DictionaryHolder.element statElement) { switch (currentEffect) { case Effects.ResUp: { var temp = GameObject.FindGameObjectWithTag("FightWindow").GetComponent <FightManager>().enemy.gameObject.AddComponent <EnemySkillEffect>(); temp.SetAmount(amount); temp.SetEffect(currentEffect); temp.SetElement(statElement); break; } case Effects.AllResUp: { var temp = GameObject.FindGameObjectWithTag("FightWindow").GetComponent <FightManager>().enemy.gameObject.AddComponent <EnemySkillEffect>(); temp.SetAmount(amount); temp.SetEffect(currentEffect); break; } case Effects.ResDown: { var temp = GameObject.FindGameObjectWithTag("Player").gameObject.AddComponent <EnemySkillEffect>(); temp.SetAmount(amount); temp.SetEffect(currentEffect); temp.SetElement(statElement); break; } case Effects.DamageDown: { var temp = GameObject.FindGameObjectWithTag("Player").gameObject.AddComponent <EnemySkillEffect>(); temp.SetAmount(amount); temp.SetEffect(currentEffect); temp.SetElement(statElement); break; } case Effects.DamageUp: { var temp = GameObject.FindGameObjectWithTag("FightWindow").GetComponent <FightManager>().enemy.gameObject.AddComponent <EnemySkillEffect>(); temp.SetAmount(amount); temp.SetEffect(currentEffect); temp.SetElement(statElement); break; } case Effects.Poison: { var temp = GameObject.FindGameObjectWithTag("Player").gameObject.AddComponent <EnemySkillEffect>(); temp.SetAmount(amount); temp.SetEffect(currentEffect); temp.dotTimerTick = StoryProgressionManager.GetTimeHours() + 7; temp.dotTimer = StoryProgressionManager.GetTimeHours() + 1; break; } case Effects.Burn: { var temp = GameObject.FindGameObjectWithTag("Player").gameObject.AddComponent <EnemySkillEffect>(); temp.SetAmount(amount); temp.SetEffect(currentEffect); temp.dotTimerTick = StoryProgressionManager.GetTimeHours() + 3; temp.dotTimer = StoryProgressionManager.GetTimeHours() + 1; break; } case Effects.Bleed: { var temp = GameObject.FindGameObjectWithTag("Player").gameObject.AddComponent <EnemySkillEffect>(); temp.SetAmount(amount); temp.SetEffect(currentEffect); temp.dotTimerTick = StoryProgressionManager.GetTimeHours() + 3; break; } case Effects.Escape: { var temp = GameObject.FindGameObjectWithTag("FightWindow").GetComponent <FightManager>().enemy.gameObject.AddComponent <EnemySkillEffect>(); temp.SetAmount(amount); temp.SetEffect(currentEffect); temp.dotTimerTick = StoryProgressionManager.GetTimeHours() + 1; temp.dotTimer = StoryProgressionManager.GetTimeHours(); break; } case Effects.Exp: { var temp = GameObject.FindGameObjectWithTag("FightWindow").GetComponent <FightManager>().enemy.gameObject.AddComponent <EnemySkillEffect>(); temp.SetAmount(amount); temp.SetEffect(currentEffect); break; } case Effects.Heal: { var temp = GameObject.FindGameObjectWithTag("FightWindow").GetComponent <FightManager>().enemy.gameObject.AddComponent <EnemySkillEffect>(); temp.SetAmount(amount); temp.SetEffect(currentEffect); break; } } }