private void CritProc(object sender, AttackCritEventArgs e) { if (e.CriticalMultiplier > _critMultiplier) { return; } if (_proc.Proc()) { e.CriticalMultiplier = _critMultiplier; } }
private void KilledEntityCallback(KillEventArgs args) { //Should we check for errors in the KillEventArgs? //No, we should assume it is working and check for errors if something is wrong if (_necromancyProc.Proc()) { var location = args.Target.transform.position; var spawned = AbiltiyUtility.Spawn(location, _skeletonPrefab, 1); foreach (var spawn in spawned) { var teamable = spawn.GetComponent <ITeamable>(); teamable.SetTeam(_teamable.Team); } } }