Beispiel #1
0
    /// <summary>
    /// Causa dano a um personagem.
    /// </summary>
    /// <param name="state">O estado do personagem alvo.</param>
    /// <param name="ownState">O estado do provedor deste ataque.</param>
    /// <param name="damage">O dano a ser causado.</param>
    /// <param name="effect">O efeito de status causado.</param>
    public static void TakeDamage(CharacterState state, CharacterState ownState, int damage, CharacterStatus effect = CharacterStatus.NONE)
    {
        //Dano dobrado quando vulnerável.
        if (state.Status == CharacterStatus.VUNERABLE)
        {
            damage = (int)(CharacterStatusValues.VULNERABLE_DAMAGE_FACTOR * damage);
        }

        //Dano reduzido quando com buff de defesa.
        if (state.Buff == CharacterBuff.DEFENSE)
        {
            damage = (int)(damage * CharacterBuffValues.DEFENSE_FACTOR);
        }

        state.Health -= damage;

        if (effect != CharacterStatus.NONE)
        {
            state.Status = effect;
        }

        if (ownState != null && ownState.Buff == CharacterBuff.LIFE_DRAIN)
        {
            //Cura uma porcentagem do dano causado.
            CombatLogic.Heal(ownState, (int)(CharacterBuffValues.LIFE_DRAIN_FACTOR * damage));
        }
    }
Beispiel #2
0
    private void OnTriggerEnter(Collider other)
    {
        if (!ValidateCollect(item.itemType))
        {
            return;
        }

        if (other.CompareTag("Player"))
        {
            if (item.itemType == ItemType.BUFF)
            {
                playerState.Buff = item.buff;
            }
            else//Heal
            {
                CombatLogic.Heal(playerState, item.healAmount);
            }

            Destroy(gameObject);
        }
    }