public void TakeDamage(float dmg, Weapon.weaponEffect eff, float pot = 0) { if (cools <= 0) { hp -= dmg; cools = iframes; switch (eff) { case (Weapon.weaponEffect.none): hp -= CalculateDamage(dmg, defMod); if (hp <= 0) { Die(); } break; case (Weapon.weaponEffect.poison): hp -= CalculateDamage(dmg, defMod); if (hp <= 0) { Die(); } curPoison += pot; if (curPoison >= poisonResistance && poisonCools <= 0) { poisonDmgCools = timeBetweenPoisonDamage; poisonCools = poisonTime; } break; case (Weapon.weaponEffect.burn): //Debug.Log("Taking fire damage"); hp -= CalculateDamage(dmg, defMod); if (hp <= 0) { Die(); } curBurn += pot; //Debug.Log(curBurn); if (curBurn >= burnResistance && burnCools <= 0) { burnDmgCools = timeBetweenBurnDamage; burnCools = burnTime; } break; case (Weapon.weaponEffect.slow): hp -= CalculateDamage(dmg, defMod); if (hp <= 0) { Die(); } curSlow += pot; if (curSlow >= slowResistance && slowCools <= 0) { slowCools = slowTime; } break; case (Weapon.weaponEffect.paralyze): hp -= CalculateDamage(dmg, defMod); if (hp <= 0) { Die(); } curParalyze += pot; if (curParalyze >= paralyzeResistance && paralyzeCools <= 0) { paralyzeCools = paralyzeTime; } break; } } }
public void TakeDamage(Weapon.weaponEffect effect, float potency, float dmg, float mod) { if (cools <= 0) { switch (effect) { case (Weapon.weaponEffect.none): hp -= CalculateDamage(dmg, mod); if (hp <= 0) { Die(); } break; case (Weapon.weaponEffect.poison): hp -= CalculateDamage(dmg, mod); if (hp <= 0) { Die(); } curPoison += potency; if (curPoison >= poisonResistance && poisonCools <= 0) { poisonDmgCools = timeBetweenPoisonDamage; poisonCools = poisonTime; } break; case (Weapon.weaponEffect.burn): hp -= CalculateDamage(dmg, mod); if (hp <= 0) { Die(); } curBurn += potency; //Debug.Log(curBurn); if (curBurn >= burnResistance && burnCools <= 0) { burnDmgCools = timeBetweenBurnDamage; burnCools = burnTime; } break; case (Weapon.weaponEffect.slow): hp -= CalculateDamage(dmg, mod); if (hp <= 0) { Die(); } curSlow += potency; if (curSlow >= slowResistance && slowCools <= 0) { slowCools = slowTime; } break; case (Weapon.weaponEffect.paralyze): hp -= CalculateDamage(dmg, mod); if (hp <= 0) { Die(); } curParalyze += potency; if (curParalyze >= paralyzeResistance && paralyzeCools <= 0) { paralyzeCools = paralyzeTime; } break; } cools = iframes; } }