Beispiel #1
0
    }    //Deal Damage1

    public void DealDamage1(int damage, HeroManager source, HeroManager target)
    {
        if (target.hasBrand)
        {
            DebuffAsset debuff      = Resources.Load <DebuffAsset>("SO Assets/Debuff/Brand");
            int         brandDamage = debuff.value;
            damage += brandDamage;

            //Enumerator
            if (damage >= target.maxHealth)
            {
                //e_DealDamage(damage, target);
                e_DealDamage(damage, target);
            }

            //Enumerator
            //target.TakeDamage (damage, source);
            target.TakeDamage(damage, source);
        }
        else
        {
            if (damage >= target.maxHealth)
            {
                //e_DealDamage(damage, target);
                e_DealDamage(damage, target);
            }

            //target.TakeDamage (damage, source);
            target.TakeDamage(damage, source);
        }
    }    //Deal Damage1
Beispiel #2
0
    }    //Deal Damage

    public IEnumerator DealDamageCoroutine(int damage, HeroManager source, HeroManager target)
    {
        if (target.hasBrand)
        {
            DebuffAsset debuff      = Resources.Load <DebuffAsset>("SO Assets/Debuff/Brand");
            int         brandDamage = debuff.value;
            damage += brandDamage;

            //Enumerator
            if (damage >= target.maxHealth)
            {
                //e_DealDamage(damage, target);
                yield return(StartCoroutine(DealDamageEvent(damage, target)));
            }

            //Enumerator
            //target.TakeDamage (damage, source);
            yield return(StartCoroutine(TakeDamageCoroutine(damage, source, target)));
        }
        else
        {
            if (damage >= target.maxHealth)
            {
                //e_DealDamage(damage, target);
                yield return(StartCoroutine(DealDamageEvent(damage, target)));
            }

            //target.TakeDamage (damage, source);
            yield return(StartCoroutine(TakeDamageCoroutine(damage, source, target)));
        }

        yield return(null);
    }    //Deal Damage1