public void ApplyDamage(ICannonBall cannonBall) { int damage = cannonBall.Damage - keel.DamageResistance; if (damage > 0) { Health -= damage; } }
public IEnumerator Move(float speed, ITarget target, ICannonBall cannonBall) { this.target = target; this.cannonBall = cannonBall; while (true) { transform.Translate(Vector3.up * Time.unscaledDeltaTime * speed, Space.Self); yield return(null); } }
public void Shoot(CannonBallObject cannonBall, Transform shootTransform, ITarget target, ICannonBall ammo) { cannon.Shoot(cannonBall, shootTransform, target, ammo); }
public float CheckAccuracy(ICannonBall cannonBall) { return(cannon.CheckAccuracy(cannonBall)); }
public void Shoot(CannonBallObject cannonBall, Transform shootTransform, ITarget target, ICannonBall ammo) { var objTransform = shootTransform; var cannonBallTransform = cannonBall.transform; cannonBallTransform.position = objTransform.position; cannonBallTransform.rotation = objTransform.rotation; GameManager.Instance.StartCoroutine(cannonBall.GetComponent <CannonBallObject>().Move(ProjectileSpeed, target, ammo)); }
public float CheckAccuracy(ICannonBall cannonBall) { return(Accuracy * cannonBall.AccuracyModifier); }