// Update is called once per frame void Update() { if (levelManager.combatActive) { CombatStart(); adventurerAttackTimer -= Time.deltaTime; enemyAttackTimer -= Time.deltaTime; if (adventurerAttackTimer <= 0f) { enemy.stats.currentHealth -= adventurer.stats.strBase + adventurer.stats.strMod; adventurerAttackTimer += (1f - ((adventurer.stats.dexBase + adventurer.stats.dexMod) / 125f)); enemyDamaged = true; damageEffect.Damage(); } if (enemyAttackTimer <= 0f) { adventurer.stats.currentHealth -= enemy.stats.strBase; enemyAttackTimer += (1f - (enemy.stats.dexBase / 125f)); enemyDamaged = false; damageEffect.Damage(); } } else { combatStarted = false; } }