public void SetDestination(Vector3 start, Transform end, float damage, SquadUnit.DamageType damageType) { transform.position = start; opponentLayer = end.gameObject.layer; this.damage = damage; this.damageType = damageType; float distance = Vector3.Distance(start, end.position); float time = distance / 15f; StartCoroutine(Parabola(start, end.position, distance, time)); }
public void ReceiveDamage(float damage, SquadUnit.DamageType damageType) { switch (damageType) { case SquadUnit.DamageType.Rock: health -= damage * (1f - rockDefense); break; case SquadUnit.DamageType.Paper: health -= damage * (1f - paperDefense); break; case SquadUnit.DamageType.Scissors: health -= damage * (1f - scissorDefense); break; } if (health <= 0) { TownCenterDestroyed(); } }