public void DoDamage(Action a) { if (isInvicible) { return; } int damage = StatsCalculations.CalculateBaseDamage(a.weaponStats, characterStats); characterStats.poise += damage; health -= damage; if (canMove || characterStats.poise > 100) { if (a.overrideDamageAnim) { anim.Play(a.damageAnim); } else { int ran = Random.Range(0, 100); string tA = (ran > 50) ? StaticStrings.damage1 : StaticStrings.damage2; anim.Play(tA); } } isInvicible = true; anim.applyRootMotion = true; anim.SetBool(StaticStrings.canMove, false); }
public void IsGettingBackstabbed(Action a) { int damage = StatsCalculations.CalculateBaseDamage(a.weaponStats, characterStats, a.backstabMultiplier); health -= damage; dontDoAnything = true; anim.SetBool(StaticStrings.canMove, false); anim.Play(StaticStrings.backstabbed); }