private void ZombieSetLife(Destroyable destroyable, float damage, Vector3 vector3, int forse) { bool knockout = false; var zombie = destroyable as Zombie; if (zombie != null) { zombie.Cut(vector3, forse, false, false, !zombie.skeleton); if (Random.value < _Hud.stats.Knockback / 100f) { _Game.Text("Отлет", zombie.upPos, Color.yellow, 2); knockout = true; } if (Random.value < _Hud.stats.SlowDown / 100f) { _Game.Text("Замедление", zombie.upPos, Color.blue, 2); zombie.slowDownTime = Time.time; } if (Random.value < _Hud.stats.Crtitical / 100f) { _Game.Text("Критический", zombie.upPos, Color.red, 2); damage *= 2; } } destroyable.SetLife(damage, vector3, forse, knockout); }
private void ZombieSetLife(Destroyable destroyable, float damage, Vector3 vector3, int forse) { bool knockout = false; var zombie = destroyable as Zombie; if (zombie!=null) { zombie.Cut(vector3, forse, false, false, !zombie.skeleton); if (Random.value < _Hud.stats.Knockback / 100f) { _Game.Text("Отлет", zombie.upPos, Color.yellow, 2); knockout = true; } if (Random.value < _Hud.stats.SlowDown / 100f) { _Game.Text("Замедление", zombie.upPos, Color.blue, 2); zombie.slowDownTime = Time.time; } if (Random.value < _Hud.stats.Crtitical / 100f) { _Game.Text("Критический", zombie.upPos, Color.red, 2); damage *= 2; } } destroyable.SetLife(damage, vector3, forse, knockout); }