public void SetEnemyInfo(EnemyStatController enemyStats, AudioClip _battleTheme) { enemyUnit = enemyStats; enemyUnit.ResetHealth(); _enemyBattleSprite.sprite = enemyUnit.GetBattleSprite(); _audioSource.Stop(); _audioSource.clip = _battleTheme; _audioSource.Play(); }
private bool isCrit; //if the spell crits upon hitting an enemy (changes damage number colours) //gets the damage done by the spell (called by enemies when they are hit) public float GetDamage(EnemyStatController enemy) { if (executing && enemy.GetHealthPercent() < executeThreshold) { isCrit = false; //damage number colour should be normal damageType = 6; //setting damage type to pure so enemy won't survive due to resistance return(enemy.GetHealth()); //returns current health of the enemy } else { if (Random.Range(0f, 1f) < critChance) { isCrit = true; if (vorpal && Random.Range(0f, 1f) < vorpalChance) { return((power + vorpalDamage) * (1 + critMultiplier) * (1 + Random.Range(-powerVariability, powerVariability)) * disintegrateModifier); } else { return(power * (1 + critMultiplier) * (1 + Random.Range(-powerVariability, powerVariability)) * disintegrateModifier); } } else { isCrit = false; if (vorpal && Random.Range(0f, 1f) < vorpalChance) { return((power + vorpalDamage) * (1 + Random.Range(-powerVariability, powerVariability)) * disintegrateModifier); } else { return(power * (1 + Random.Range(-powerVariability, powerVariability)) * disintegrateModifier); } } } }
public void SetMemory(EnemyStatController enemy, AudioClip theme) { _enemy = enemy; _battleTheme = theme; }