void Awake() { State = _state.Idle; NextState = State; paused = false; miscStats = new PropertyStats(); }
public void DamageSpirit(PropertyStats stats) { // Whatever - arbitrary damage calculation int minDamage = Random.Range(0, 1); // always a chance of doing something int variation = 0; int baseDamage = attacker.getStats().spirit - this.getStats().armor; Damage(minDamage + baseDamage + variation); }
public void DamageMelee(PropertyStats stats) { // Whatever - arbitrary damage calculation int minDamage = Random.Range(0, 2); // always a chance of doing something int variation = Random.Range(0, attacker.getStats().attack / 5 + 1); int baseDamage = stats.attack - this.getStats().defense; float advantageMultiplier = (float)(minDamage + baseDamage + variation) * getMultiplier(); Damage((int)advantageMultiplier); }
public void updateUnitStats(GameObject unit) { PropertyStats unitStats = unit.GetComponent <GomUnit> ().getStats(); speed = unitStats.speed; attack = unitStats.attack; defense = unitStats.defense; armor = unitStats.armor; spirit = unitStats.spirit; level = unitStats.level; //Debug.Log ("updated unit stats"); }