diff --git a/Assets/Scripts/Status/Slow.cs b/Assets/Scripts/Status/Slow.cs index 01be7d2..bc4b4f3 100644 --- a/Assets/Scripts/Status/Slow.cs +++ b/Assets/Scripts/Status/Slow.cs @@ -15,7 +15,6 @@ public class Slow : Status // slow entity EntityLinked.SpeedStatusModifier /= _previousSpeedModifier; - Debug.Log(_speedModifier); EntityLinked.SpeedStatusModifier *= _speedModifier; } diff --git a/Assets/Scripts/Status/Status.cs b/Assets/Scripts/Status/Status.cs index c331c20..fd7ea92 100644 --- a/Assets/Scripts/Status/Status.cs +++ b/Assets/Scripts/Status/Status.cs @@ -5,6 +5,7 @@ using UnityEngine; public abstract class Status : MonoBehaviour { private Entity entityLinked; + [SerializeField] protected float _duration; protected virtual void Start() diff --git a/Assets/Scripts/StatusHandler.cs b/Assets/Scripts/StatusHandler.cs index 13ac9f6..6f4b85d 100644 --- a/Assets/Scripts/StatusHandler.cs +++ b/Assets/Scripts/StatusHandler.cs @@ -25,7 +25,7 @@ public class StatusHandler : MonoBehaviour Status status; // check if status already exists - activeStatuses.TryGetValue(Enum.StatusType.Slow, out status); + activeStatuses.TryGetValue(type, out status); // if status doesn't exist, instantiate it if (!status) @@ -39,10 +39,15 @@ public class StatusHandler : MonoBehaviour } // if key value pair doesn't exist, create it + // else update the existing one if (!activeStatuses.ContainsKey(type)) { activeStatuses.Add(type, status); } + else + { + activeStatuses[type] = status; + } } // link entity to status