public AttackInformation(DamageConfig damage, Vector3 point, bool isShowEffect, AttackSources source) { this.damage = damage; this.point = point; this.isShowEffect = isShowEffect; this.source = source; }
public int CalculateFinalDamage(DamageConfig damage, bool fromPlayer = false) { int final = 0; final = (int)(UnityEngine.Random.Range(damage.minPhysical, damage.maxPhysical) * (1f - Mathf.Clamp(physical, 0f, 1f))); final += (int)(damage.fire * (1f - Mathf.Clamp(fire, 0f, 1f))); final += (int)(damage.ice * (1f - Mathf.Clamp(ice, 0f, 1f))); final += (int)(damage.electric * (1f - Mathf.Clamp(electric, 0f, 1f))); return final; }
public DamageConfig Copy() { DamageConfig newConfig = new DamageConfig(); newConfig.minPhysical = this.minPhysical; newConfig.maxPhysical = this.maxPhysical; newConfig.fire = this.fire; newConfig.ice = this.ice; newConfig.electric = this.electric; return newConfig; }