public void DamageEntity() { EntitySelector.GetSelectedEntity().GetComponent <BattleEntity>().Damage(hitpts); BattleManager.battleState = BattleManager.BattleState.EntityTurn; // Need to call StartBattle(); BattleManager.GetScript().StartBattle(); Destroy(transform.parent.gameObject); }
public void DamageEntity() { var chancesToHit = 4; // this is the amount of chances spawned by AttackBox.cs var realHitPts = ((float)hitpts / (float)chancesToHit) * Player.GetAttackDmg(); // multiply so we can change the amount of dmg var selectedBattleEntity = EntitySelector.GetSelectedEntity().GetComponent <BattleEntity>(); selectedBattleEntity.StartCoroutine(DamageEntityPeriod(1f, selectedBattleEntity, realHitPts)); var attBox = transform.parent.GetComponent <AttackBox>(); attBox.DestroyAreas(); DestroyFeedbackItems(); Destroy(attBox.gameObject); Destroy(gameObject); }