dev/bolas #11
@ -15,7 +15,6 @@ public class Slow : Status
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// slow entity
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// slow entity
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EntityLinked.SpeedStatusModifier /= _previousSpeedModifier;
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EntityLinked.SpeedStatusModifier /= _previousSpeedModifier;
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Debug.Log(_speedModifier);
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EntityLinked.SpeedStatusModifier *= _speedModifier;
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EntityLinked.SpeedStatusModifier *= _speedModifier;
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}
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}
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@ -5,6 +5,7 @@ using UnityEngine;
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public abstract class Status : MonoBehaviour
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public abstract class Status : MonoBehaviour
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{
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{
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private Entity entityLinked;
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private Entity entityLinked;
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[SerializeField]
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protected float _duration;
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protected float _duration;
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protected virtual void Start()
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protected virtual void Start()
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@ -25,7 +25,7 @@ public class StatusHandler : MonoBehaviour
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Status status;
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Status status;
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// check if status already exists
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// check if status already exists
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activeStatuses.TryGetValue(Enum.StatusType.Slow, out status);
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activeStatuses.TryGetValue(type, out status);
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// if status doesn't exist, instantiate it
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// if status doesn't exist, instantiate it
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if (!status)
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if (!status)
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@ -39,10 +39,15 @@ public class StatusHandler : MonoBehaviour
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}
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}
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// if key value pair doesn't exist, create it
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// if key value pair doesn't exist, create it
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// else update the existing one
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if (!activeStatuses.ContainsKey(type))
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if (!activeStatuses.ContainsKey(type))
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{
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{
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activeStatuses.Add(type, status);
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activeStatuses.Add(type, status);
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}
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}
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else
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{
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activeStatuses[type] = status;
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}
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}
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}
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// link entity to status
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// link entity to status
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