public void IncreaseAttribute(int value, Global.Attribute attribute) { switch (attribute) { case Global.Attribute.Health: if ((currentHealth + value < GetMaximumHealth())) { currentHealth += value; } else { currentHealth = GetMaximumHealth(); } if (state == Global.State.Dead) { state = Global.State.None; } break; case Global.Attribute.Mana: if ((currentMana + value < GetMaximumMana())) { currentMana += value; } else { currentMana = GetMaximumMana(); } break; case Global.Attribute.Attack: currentAttack += value; break; case Global.Attribute.Defense: currentDefense += value; break; case Global.Attribute.SpecialAttack: currentSpecialAttack += value; break; case Global.Attribute.SpecialDefense: currentSpecialDefense += value; break; case Global.Attribute.Speed: currentSpeed += value; break; case Global.Attribute.CriticalChance: currentCriticalChance += value; break; } battleGUIManager.DisplayDamage(value, GetTopPosition(), Color.green); }
private void ApplyDamage(int damage) { if (currentHealth - damage > 0) { currentHealth -= damage; monsterAnimator.PlayQueued("TakeDamage"); } else { currentHealth = 0; state = Global.State.Dead; monsterAnimator.PlayDead(); } battleGUIManager.DisplayDamage(damage, GetTopPosition(), Color.white); }
public void IncreaseAttribute(int value, Global.Attribute attribute) { switch(attribute) { case Global.Attribute.Health: if((currentHealth+value < GetMaximumHealth())) currentHealth+=value; else currentHealth = GetMaximumHealth(); if(state == Global.State.Dead) state = Global.State.None; break; case Global.Attribute.Mana: if((currentMana+value < GetMaximumMana())) currentMana+=value; else currentMana = GetMaximumMana(); break; case Global.Attribute.Attack: currentAttack+=value; break; case Global.Attribute.Defense: currentDefense+=value; break; case Global.Attribute.SpecialAttack: currentSpecialAttack+=value; break; case Global.Attribute.SpecialDefense: currentSpecialDefense+=value; break; case Global.Attribute.Speed: currentSpeed+=value; break; case Global.Attribute.CriticalChance: currentCriticalChance+=value; break; } battleGUIManager.DisplayDamage(value, GetTopPosition(), Color.green); }
private void ApplyDamage(int damage) { if(currentHealth - damage > 0) { currentHealth -= damage; monsterAnimator.PlayQueued("TakeDamage"); } else { currentHealth = 0; state = Global.State.Dead; monsterAnimator.PlayDead(); } battleGUIManager.DisplayDamage(damage, GetTopPosition(), Color.white); }