private Brush GetBrush(UniversalObject universalObject) { Brush brush = null; if (universalObject is Being) { Being being = universalObject as Being; if (being.IsAlive) { return(GreenBrush); } else { return(RedBrush); } } else { return(Graybush); } }
public void Attack(UniversalObject target) { // first if it hits... // % based on attributes // of myself and int chanceOfHitting = (base.Attributes.Reactivity.Value - (target.Attributes.Reactivity.Value / 2)); chanceOfHitting = chanceOfHitting < 25 ? 25 : chanceOfHitting; // bonuses and other stuff?!?!?!!??? //not now it seems.. // TODO weapon bonuses, classees, if implemented, and other stufff int attempt = UnityEngine.Random.Range(1, 100); if (attempt < chanceOfHitting) { // HIT int dmg = (base.Attributes.Strength.Value / 10 + (EquippedWeapon ?? BaseWeapon).Damage); dmg = (int)Math.Round(dmg * ((double)UnityEngine.Random.Range(1, 10) / (double)10)); target.Attributes.Durability -= dmg; Being item = target as Being; if (item != null && item.IsAlive) { this.Attributes.AddXp(item.Attributes.XpWorth); this.ShowLevelUp(); } target.ShowHit(); // report.Hits = true; } else { // MISS /// report.Hits = false; } // return report; }