/// <summary> /// Modifies the unit's current HP using a value provided from a hit calculation. /// </summary> /// <param name="calculation">The hit calculation that will modify the unit's current HP.</param> public void AlterHP(HitCalculation calculation) { int alterAmount = calculation.GetDamageResult(); currentHP -= alterAmount; if (alterAmount >= 0) //for damage { if (currentHP <= 0) //is incapacitated { } else { } } else //for healing { if (currentHP > hp) { currentHP = hp; } } Debug.Log("HP altered by " + alterAmount + " (HP: " + currentHP + "/" + hp + ")"); }
private void RunHitboxDefault(Unit target) { Debug.Log("running hitbox"); Debug.Log(hitIndex); HitCalculation hitCalculation = new HitCalculation(unit, skill.GetHits()[0], target); hitCalculation.ApplyHitCalculation(); }
void Start() { anglebtw = GameObject.FindWithTag("Pointer").GetComponent <HitCalculation>(); // as HitCalculation; 44444 elevationAngle = new Vector3(anglebtw.angleBetween, 1, 2); Debug.Log("elevation angle" + elevationAngle); elevation = Quaternion.Euler(elevationAngle) * transform.forward; throwForce = 5.0f; }
/// <summary> /// Modifies the unit's aggro distribution using a value provided from a hit calculatiotn. /// </summary> /// <param name="calculation">The hit calculation that will modify the unit's aggro.</param> public void AlterAggro(HitCalculation calculation) { aggroSpread.InsertAggro(calculation.GetAttackingUnit(), calculation.GetAggroResult()); Debug.Log("aggro altered by " + calculation.GetAggroResult()); }