public void PlayerAttack(int loss) { int evasionNum = Random.Range(0, 100); int justGuardNum = Random.Range(0, 100); if (loss < 0) { loss = 1; } StartCoroutine(DamageNum(loss)); if (gameObject.CompareTag("Enemy")) { if (evasionNum > (int)(enemyStatus.evasion / 100) || justGuardNum > enemyStatus.justGuard * 100) { enemyStatus.hp -= loss; } else { loss = 0; enemyStatus.hp -= loss; } if (enemyStatus.hp <= 0) { PlayerStatus.instance.LevelUp(enemyStatus.experience); Invoke("Death", 0.5f); enemyDropItem.DropIfNeeded(ItemDropPosition()); } } }
public void PlayerAttackToBoss(int loss) { if (loss < 0) { loss = 1; } StartCoroutine(DamageNum(loss)); if (gameObject.CompareTag("Enemy")) { enemyStatus.hp -= loss; if (enemyStatus.hp <= 0) { PlayerStatus.instance.LevelUp(enemyStatus.experience); Invoke("Death", 0.5f); enemyDropItem.DropIfNeeded(ItemDropPosition()); } } }