public Weapons DecreaseDurability(Weapons playerWeapon, Enemies enemyWeight) { playerWeapon.durability = playerWeapon.durability - (enemyWeight.weight * 0.2); return(playerWeapon); }
//public Player SolveCombat(Player player, Enemies enemy, out bool winBool) //{ // while (enemy.health > 0) // { // if (player.health > 0) // { // player.health = player.health - enemy.damage; // enemy.health = enemy.health - player.damage; // } // else // { // break; // } // } // if (player.health > 0) // { // winBool = true; // return player; // } // else // { // winBool = false; // return player; // } //} public void UpdatePlayerStats(Player player, Weapons weapon) { Console.WriteLine("Your current health is: " + player.health); Console.WriteLine("Your current weapon durability is " + weapon.durability); Console.WriteLine("___________________________________________________"); }