public virtual void TD_GETDAMAGE_WITHEVASION(float damage, TD_CHARACTER Origin) { int r = Random.Range(0, 100); if (r < Evasion) { HP -= 0f; } else { HP -= (damage - Armor); } }
public virtual void TD_GETDAMAGEOVERTIME(float damage, TD_CHARACTER Origin) { HP -= damage * Time.deltaTime; }
public virtual void TD_GETPUREDAMAGE(float damage, TD_CHARACTER Origin) { HP -= damage; }
public virtual void TD_GETDAMAGE(float damage, TD_CHARACTER Origin) { HP -= (damage - Armor); }