Esempio n. 1
0
    public void ReceiveDamage(UnitEffect_Damage dmg)
    {
        if (GetStatAmount(StatType.oxygen) <= 0)
        {
            return;
        }

        int dmg_received = (-(dmg.GetDamage()));
        int int_received = Constants.GetGainedAdrenaline(this, Mathf.Abs(dmg_received));

        MDebug.Log("^effects " + this.name + " rcv damge " + dmg_received + "  rcvd multiplier:" + "WTF" + "  +int=" + int_received);

        AddOxygen(dmg_received, true);

        if (dmg_received < 0 && OnDmgReceived != null)
        {
            OnDmgReceived();
        }


        int x, y = 0;

        if (GetStatAmount(StatType.oxygen) > 0)
        {
            AddAdrenaline(int_received, true, out x, out y);
        }
    }
Esempio n. 2
0
    public static float GetAggroChance(Unit target, UnitEffect_Damage _damage)
    {
        Unit instigator = (_damage.Instigator as Unit);

        float distance    = (target.currentTile.GetPosition() - instigator.currentTile.GetPosition()).magnitude;
        int   damage      = _damage.GetDamage();
        float aggroChance = Mathf.Clamp(0.5f + damage * 0.1f - distance * 0.05f, 0.1f, 1f);

        MDebug.Log("^units AggroChance: " + aggroChance);
        return(aggroChance);
    }