// Update is called once per frame void Update() { if (!Run) { return; } if (m_Char.m_Events.MissingDamageComponent) { GiveDMG(); } if (m_Char.m_Events.MissingStats) { GiveStats(); } if (m_Char.m_Events.MissingDamageLogComponent) { m_Char.GiveLog(m_attLog); } if (PlayerInRange()) { m_Char.Target(m_Target); } m_Char.Update(); m_healthBar.GivePercent(m_Char.m_damage.GetDamagePercent()); }
// Update is called once per frame void Update() { if (m_Char.m_Events.MissingDamageComponent) { GiveDMG(); } if (m_Char.m_Events.MissingStats) { GiveStats(); } if (m_Char.m_Events.MissingDamageLogComponent) { m_Char.GiveLog(m_attLog); } m_Char.Update(); if (m_Char.m_Events.MeleeAttack) { m_Sword.Swing(); m_Char.m_Events.MeleeAttack = false; } m_healthBar.GivePercent(m_Char.m_damage.GetDamagePercent()); }