public override void DoDamage(Tower t, int center, int damage, Tower self, int firingSec) { if(center >= 0 && center < t.GetSections().Count) { int impact = (int)(damage * initialDamage[upgradeLevel]); int dot = (int)(damage * dotDamage[upgradeLevel]); CombatLog.addLine("Hit section " + (center+1) + " for " + impact + " damage."); CombatLog.addLine("Gave section " + (center+1) + " a " + dot + " damage burn."); t.DamageSection(center, impact); t.ApplyDot(center, dot); } else if(center < 0) { CombatLog.addLine("Attack was too low"); CombatLog.addLine("Fill the aim bar more."); } else if(center >= t.GetSections().Count) { CombatLog.addLine("Attack was too high"); CombatLog.addLine("Lower the aim bar."); } }