Ejemplo n.º 1
0
 /* deals damage to this object and returns damage that is passed to the "lower level" */
 public float Damage(float dam, TDamageType damType)
 {
     if (!isBroken())
     {
         //absorbDamage is completely gone from the incoming damage
         float remainingDamage = dam - absorbDamage[(int)damType];
         if (remainingDamage > 0)
         {
             float blockedDamage = remainingDamage * damageResist[(int)damType];
             Durability -= blockedDamage;
             if (isBroken())
             {
                 Break();
             }
             remainingDamage -= blockedDamage;
             if (remainingDamage > 0)
             {
                 return(remainingDamage);
             }
             else
             {
                 return(-1);
             }
         }
         else
         {
             return(-1);
         }
     }
     else
     {
         return(dam);
     }
 }
Ejemplo n.º 2
0
        /* Pass damage to this bodypart
         * Returns amount of damage not absorbed by skin, muscles and bones
         * Body should pass it down to internal organs if applicable */
        public float Damage(float dam, TDamageType damType)
        {
            float remainingDamage = dam;

            remainingDamage = skin.Damage(remainingDamage, damType);
            remainingDamage = muscle.Damage(remainingDamage, damType);
            remainingDamage = bone.Damage(remainingDamage, damType);
            return(remainingDamage);
        }
Ejemplo n.º 3
0
 private void InitTdamage()
 {
     string str = skilldata.Tdam;
     JsonData[] json = JsonMapper.ToObject<JsonData[]>(str);
     tdamType = (TDamageType)((int)json[0]);
     float baseDam = (float)json[1];
     tdamBaseValue = baseDam + lv * skilldata.Tgdam;
     tdamPerValue = 0f;
     if (json.Length > 2)
         tdamPerValue = (float)json[2];
 }