void Update()
{
effectPosition = gameObject.transform.position + effectOffset;
//update stuns
for (int i = stuns.Count - 1; i >= 0; i--)
{
if (Time.time > stuns[i].getExpiration())
{
stuns.RemoveAt(i);
floatText.GetComponent<TextMesh>().text = "Stun Removed!";
Instantiate(floatText, effectPosition, Quaternion.identity);
}
}
//update snares
for (int i = snares.Count - 1; i >= 0; i--)
{
if (Time.time > snares[i].getExpiration())
{
snares.RemoveAt(i);
floatText.GetComponent<TextMesh>().text = "Snare Removed!";
Instantiate(floatText, effectPosition, Quaternion.identity);
}
}
//update slows
for (int i = slows.Count - 1; i >= 0; i--)
{
if (Time.time > slows[i].getExpiration())
{
slows.RemoveAt(i);
floatText.GetComponent<TextMesh>().text = "Slows Removed!";
Instantiate(floatText, effectPosition, Quaternion.identity);
}
}
//update silences
for (int i = silences.Count - 1; i >= 0; i--)
{
if (Time.time > silences[i].getExpiration())
{
silences.RemoveAt(i);
floatText.GetComponent<TextMesh>().text = "Silence Removed!";
Instantiate(floatText, effectPosition, Quaternion.identity);
}
}
if (stuns.Count == 0)
isStunned = false;
if (snares.Count == 0)
isSnared = false;
if (slows.Count == 0)
isSlowed = false;
if (silences.Count == 0)
isSilenced = false;
}