- burst of hope (second priest ability) added - instant value effect with modifiers based on targets - damage income modifier effect added - status effect option to apply to targets hit - status effect option to apply to self
33 lines
1.2 KiB
C#
33 lines
1.2 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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[CreateAssetMenu(fileName = "DamageIncomeModifierEffect", menuName = "RiftMayhem/AbilitySystem/Effects/DamageIncomeModifier Effect", order = 1)]
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public class DamageIncomeModifierEffect : StatusEffect
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{
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public float damageIncomeModifierPercentage;
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DamageIncomeModifierEffectInstance targetDamageIncomeModifierEffect;
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public override void ApplyEffect(Taggable user, List<Taggable> targets)
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{
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base.ApplyEffect(user, targets);
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if (applyToTargetsHit)
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{
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foreach (Taggable target in targets)
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{
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targetDamageIncomeModifierEffect = target.GetComponent<DamageIncomeModifierEffectInstance>();
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targetDamageIncomeModifierEffect.owner.RPC(nameof(targetDamageIncomeModifierEffect.RPC_ApplyDamageIncomeModifierEffect), targetDamageIncomeModifierEffect.owner.Owner, StatusEffectIndexer.Instance.StatusEffects.IndexOf(this));
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}
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}
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if(applyToSelf)
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{
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targetDamageIncomeModifierEffect = user.GetComponent<DamageIncomeModifierEffectInstance>();
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targetDamageIncomeModifierEffect.ApplyEffect(this);
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}
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}
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}
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