- Players can now die (finally) - Solo players have a single cheat death per scene (reviving automatically after the first death) - group players have revive mechanic, where a player faints when his health gets to 0, creating a revive circle around him, other players can stand on it to revive him. if after x seconds they don't get revived they bleed out and stay perma death until scene changes or all players die - Multiple VFX added using post processing for cheat death, fainting, reviving, and perma death events. - stopped players from moving and pressing keys when dead - enemies now change target if they try to attack a dead/fainted target.
24 lines
572 B
C#
24 lines
572 B
C#
using Photon.Pun;
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public class PoisonEffectInstance : BaseDamageOverTimeEffectInstance
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{
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public override DamageOverTimeType DamageType => DamageOverTimeType.Poison;
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[PunRPC]
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public void RPC_ApplyDamageOverTimeEffectPoison(int effectIndex, float value)
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{
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ApplyEffect(StatusEffectIndexer.Instance.StatusEffects[effectIndex], value);
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}
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[PunRPC]
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public void RPC_EffectAppliedPoison()
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{
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OnEffectStackAddedEvent.Invoke();
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}
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[PunRPC]
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public void RPC_EffectEndedPoison()
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{
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OnEffectEnded.Invoke();
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}
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} |