private void AdaptDifficultLevel(EnemySource enemy) { enemy.attack = (int)(enemy.attack * difficultLevel); enemy.defence = (int)(enemy.defence * difficultLevel); enemy.maxHp = (int)(enemy.maxHp * difficultLevel); enemy.currentHp = enemy.maxHp; }
public Wave(int number, EnemySource source, HashSet <GameObject> enemies, Dictionary <GameObject, Queue <SpawnConfig> > configs) { this.number = number; this.source = source; this.enemies = enemies; this.configs = configs; }
public void SetEnemy(EnemySource enemySource) { this.currentHp = enemySource.currentHp; this.maxHp = enemySource.maxHp; this.attack = enemySource.attack; this.defence = enemySource.defence; this.isAlive = true; defaultBlock = enemy.colors; targetMark.SetActive(false); // seq = DOTween.Sequence(); // seq.Append(outline.DOColor(endCorlor, 1f)); // seq.Append(outline.DOColor(startColor, 1f)); // seq.SetLoops(-1); // seq.Pause(); }
private void Awake() { enemySource = FindObjectOfType <EnemySource>(); }