private void Shoot() { if (levelManager.EnemiesPresentCheck()) { isShooting = true; timeSinceLastShot = Time.time; //shooter.Init(playerStats.weapon); //Debug.Log("Shoot: "); int dmgBoost = 0; int wpnDmg = EverythingLoader.Instance.WeaponInfos[playerStats.Weapon].dmgMod; if (playerStats.Rage) { float healthPercentage = (playerStats.CurrentHealth / (float)playerStats.MaxHealth) * 100; //Debug.Log("rage mode hp perc: " + healthPercentage); if (healthPercentage < 50) { int missHP = 50 - (int)healthPercentage; dmgBoost = (int)(playerStats.AttackPower * missHP / 400f); //Debug.Log("rage mode atk boost: " + dmgBoost); //extraDmgRef = dmgBoost; } } int randomPoint = Random.Range(1, 101); if (randomPoint <= playerStats.CriticalHitRate) { dmgBoost += CalculateCritDamage(); } //Debug.Log("Total Damage: " + (dmgBoost + playerStats.AttackPower)); levelManager.audioManager.PlaySFXClip("playerShoot"); //Add all boosts and shoot shooter.FireGun(playerStats.Weapon, playerStats.AttackRange, dmgBoost + playerStats.AttackPower + wpnDmg); } }