protected bool RangedAttack(unitScript unit, unitScript clickedUnit, bool initialAttack = true) { // Check LoS if (!canSee(unit, clickedUnit)) { return(false); } if (hitShield(unit, clickedUnit)) { return(true); } //Resolve Attack float roll = UnityEngine.Random.Range(0.0f, 1.0f); float chanceToHit = rangedChanceToHit(unit, clickedUnit); print(roll + " " + chanceToHit); if (roll < chanceToHit) { clickedUnit.takeDamage(unit.getCurrentWeapon().damage); } else { clickedUnit.displayMiss(); } unit.activateAttack(); if (initialAttack && clickedUnit.getStrikeback() == false) { bool result; if (clickedUnit.getCurrentWeapon().type == WeaponType.melee) { result = MeleeAttack(clickedUnit, unit, false); } else if (clickedUnit.getCurrentWeapon().type == WeaponType.ranged) { result = RangedAttack(clickedUnit, unit, false); } else { result = false; } if (result) { clickedUnit.useStrikeback(); } } return(true); }
protected bool MeleeAttack(unitScript unit, unitScript clickedUnit, bool initialAttack = true) { // Check attack can occur if (unit.getCurrentWeapon().type == WeaponType.ranged || unit == null || clickedUnit == null) { return(false); } float distance = Vector2.Distance(unit.GetComponent <GridItem>().getPos(), clickedUnit.GetComponent <GridItem>().getPos()); if (!(unit.getCurrentWeapon().type == WeaponType.melee) || distance > ((MeleeWeapon)unit.getCurrentWeapon()).range) { return(false); } // Given it can roll the dice float roll = UnityEngine.Random.Range(0.0f, 1.0f); float chanceToHit = meleeChanceToHit(unit, clickedUnit); print(roll + " " + chanceToHit); if (roll < chanceToHit) { clickedUnit.takeDamage(unit.getStrength() + unit.getCurrentWeapon().damage); } else { clickedUnit.displayMiss(); } unit.activateAttack(); if (initialAttack && clickedUnit.getStrikeback() == false) { bool result = MeleeAttack(clickedUnit, unit, false); if (result) { clickedUnit.useStrikeback(); } } return(true); }