public void HurtCastle(int damage) { if (sheilded) { return; } currentHealth -= damage; GlobalEvents.CastleDamage(this, new CastleDamageArgs(damage, currentHealth, maxHealth)); }
public void HealCastle(int heal) { currentHealth += heal; if (currentHealth >= maxHealth) { currentHealth = maxHealth; } GlobalEvents.CastleDamage(this, new CastleDamageArgs(-heal, currentHealth, maxHealth)); }
public void HurtCastle(int damage) { currentHealth -= damage; GlobalEvents.CastleDamage(this, new CastleDamageArgs(damage, currentHealth)); }
public void FullHealth() { GlobalEvents.CastleDamage(this, new CastleDamageArgs(0, currentHealth, maxHealth)); }
private void Awake() { currentHealth = maxHealth; GlobalEvents.CastleDamage(this, new CastleDamageArgs(0, currentHealth, maxHealth)); }