public HitInfo(DamageInfo damage, Vector3 point, bool shouldShowEffect, HitSources source) { this.Damage = damage; this.Point = point; this.ShouldShowEffect = shouldShowEffect; this.Source = source; }
public int CalculateFinalDamage(DamageInfo damage, bool fromPlayer = false) { int final = 0; final = (int)(Random.Range(damage.minPhysical, damage.maxPhysical) * (1f - Mathf.Clamp(Physical, 0f, 1f))); final += (int)(damage.fire * (1f - Mathf.Clamp(Fire, 0f, 1f))); final += (int)(damage.ice * (1f - Mathf.Clamp(Ice, 0f, 1f))); final += (int)(damage.lightning * (1f - Mathf.Clamp(Lightning, 0f, 1f))); final += (int)(damage.water * (1f - Mathf.Clamp(Water, 0f, 1f))); return final; }