public int EnemyDamageAfterCalculation(IHavePlayerStats _player, IHaveEnemyStats _enemy) { int blockChance = FindProbability(); if (blockChance <= _player.BlockChance) { return(0); } else { return(_enemy.Damage - (_player.Armour)); } }
public int PlayerDamageAfterCalculation(IHavePlayerStats _player, IHaveEnemyStats _enemy) { int finalDamage = 0; int criticalChance = FindProbability(); Debug.Log(criticalChance); if (criticalChance <= (_player.CriticalChance + _player.SwordStats.CriticalChance)) { finalDamage = _player.Damage * (_player.CriticalDamage / 100); Debug.Log("CRITICAL !!"); } else { finalDamage = _player.Damage; } return(finalDamage + _player.SwordStats.Damage - (_enemy.Armour)); }