void DoAttack()
    {
        CombatEnemy enemy = combatQueue.FirstEnemy();

        if (enemy == null)
        {
            return;
        }

        int hitSkill = (int)statManager.DerivedPrecision();

        if (Random.Range(0, hitSkill) < Random.Range(0, enemy.Dodge()))
        {
            CombatBubbleSpawner.SpawnBubble(
                enemy.transform.position,
                "Missed!",
                CombatBubbleSpawner.BubbleTypes.Round,
                Color.gray
                );

            SoundsManager.PlayClip(MissSounds[Random.Range(0, MissSounds.Length)]);

            return;
        }

        int maxDamage = (int)statManager.DerivedDamage();

        int damage = Random.Range(maxDamage / 2, maxDamage);

        bool isCrit = Random.Range(0, 100) < statManager.GetValue(Stats.Critical);

        if (isCrit)
        {
            // TODO: Crit event
            damage *= 2;
        }

        CombatBubbleSpawner.SpawnBubble(
            enemy.transform.position,
            damage.ToString(),
            (isCrit ? CombatBubbleSpawner.BubbleTypes.Spiky : CombatBubbleSpawner.BubbleTypes.Round),
            (isCrit ? Color.red : Color.white)
            );

        SoundsManager.PlayClip(AttackSounds[Random.Range(0, AttackSounds.Length)]);

        enemy.TakeDamage(damage);
    }
Exemple #2
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    // Update is called once per frame
    void Update()
    {
        if (PauseManager.isPaused || CombatPlayer.isDead)
        {
            return;
        }

        if (hitpoints <= 0)
        {
            deathTimer -= Time.deltaTime;

            if (deathTimer <= 0)
            {
                Destroy(gameObject);
                return;
            }

            GetComponent <CanvasGroup>().alpha = deathTimer / 0.5f;
            this.transform.position            = this.transform.position + new Vector3(10, -25) * Time.deltaTime;

            return;
        }

        if (hitpoints >= maxHitpoints)
        {
            healthBar.transform.parent.gameObject.SetActive(false);
        }
        else
        {
            healthBar.transform.parent.gameObject.SetActive(true);
            healthBar.fillAmount = (float)hitpoints / (float)maxHitpoints;
        }

        // Am I at the front of the queue?
        if (combatQueue.FirstEnemy() == this)
        {
            attackCooldown -= Time.deltaTime;

            if (attackCooldown <= 0)
            {
                DoAttack();
                attackCooldown = 1.25f;
            }
        }
    }