public abstract TakeDamage ( byte damage, bool applyArmor, bool applyDefenceAction ) : void | ||
damage | byte | |
applyArmor | bool | |
applyDefenceAction | bool | |
return | void |
public void Execute(LivingBeing actor, LivingBeing target) { int damage = GodOfRandom.NumberBetween(_minDamage, _maxDamage); if (damage == 0) { ReportResult($"{actor.Name} missed"); } else { ReportResult($"{actor.Name} hit {target.Name} for {damage}"); target.TakeDamage(damage); } }
void Attack(LivingBeing target, float damage, float accuracy) { if (Random.value < accuracy) target.TakeDamage((byte)damage, true, true); else EventManager.OnAttackMiss(transform.position); RemainingMoves = 0; MakingTurn = false; EventManager.OnBluesUnrender(); EventManager.OnLivingBeingEndTurn(); GetComponent<SpriteRenderer>().sprite = FightingSprite; }