public static void UpdateAttackStepDamage(WeaponStats.AttackData[] attackData, float damageValue, DamageType.Types damageType) { Debug.Log("Udapting Attack Step Damage for each step. (" + damageType.ToString() + ")"); var damageTypeAsInt = (int)damageType; //iterate each attack step in attack data for (int i = 0; i < attackData.Length; i++) { //Only update the damage for the given type var currentAttackStep = attackData[i]; var oldValue = currentAttackStep.Damage[damageTypeAsInt]; var newValue = oldValue + damageValue; Debug.Log("From " + oldValue + " To " + newValue); currentAttackStep.Damage[damageTypeAsInt] = newValue; } }
public override string GetId() { return(type.ToString() + "_essence"); }
public override string GetId() { return(type.ToString() + "_wep_dmg"); }
public override string GetId() { return(type.ToString() + "_ele_dmg_rare"); }