public void DoDamage(Action a) { if (isInviciable) { return; } int damage = StatsCalculations.CalculateBaseDamage(a.weapenStats, characterStats); characterStats.poise += damage; health -= damage; if (canMove || characterStats.poise > 50) { if (a.overrideDamageAnim) { anim.Play(a.damageAnim); } else { int ran = Random.Range(0, 100); string ta = (ran > 50) ? StaticStrings.damage1 : StaticStrings.damage2; anim.Play(ta); } } // Debug.Log(damage + " , " + characterStats.poise); isInviciable = true; anim.applyRootMotion = true; anim.SetBool(StaticStrings.canMove, false); }
public void IsGettingBackstabed(Action a) { int damage = StatsCalculations.CalculateBaseDamage(a.weapenStats, characterStats, a.backstabMultiplier); health -= damage; dontDoAnything = true; anim.SetBool(StaticStrings.canMove, false); anim.Play(StaticStrings.getting_backstabbed); }
public void IsGettingParried(Action a) { int damage = StatsCalculations.CalculateBaseDamage(a.weapenStats, characterStats, a.parryMultiplier); health -= damage; dontDoAnything = true; anim.SetBool(StaticStrings.canMove, false); anim.Play(StaticStrings.parry_recieved); }