Esempio n. 1
0
        public float CalculateStandartDamage()
        {
            bool isItCritical = criticalChance > UnityEngine.Random.Range(0f, 1.0f);

            if (isItCritical == true)
            {
                float totalDamage = currentWeaponInUse.GetWeaponCriticalDamageModifier() * currentWeaponInUse.weaponDamage;

                if (criticalParticleEffect != null)
                {
                    criticalParticleEffect.Play();
                }

                return(totalDamage);
            }

            else
            {
                return(currentWeaponInUse.weaponDamage);
            }
        }