public void LogDead() { if (Dead) { BattleLog.Save(Name + " is dead. Hitpoints dropped to " + _hitPoints); } }
/// <summary> /// Log data about the character to the battle log. /// </summary> public void LogSurvivor() { if (!Dead) { BattleLog.Save(Name + " survived with " + _hitPoints + " hit points left"); } }
public void ReceiveDamage(int damage) { int armor = 0; _hitPoints += armor; _hitPoints -= damage; string message = $"{Name} receives {damage} damage , and is down to {_hitPoints} HP"; BattleLog.Save(message); if (Dead) { BattleLog.Save(Name + " died!"); LogDead(); } if (Alive) { LogSurvivor(); } }
public void ReceiveDamage(int damage) { int armor = 0; foreach (DefenceObject defence in BackPack) { if (defence.Enchanced) { armor += defence.MinDefence + 1; armor += defence.MaxDefence + 1; } else { armor += defence.MinDefence; armor += defence.MaxDefence; } } _hitPoints += armor; _hitPoints -= damage; string message = $"{Name} receives {damage} damage , and is down to {_hitPoints} HP"; BattleLog.Save(message); if (Dead) { BattleLog.Save(Name + " died!"); LogDead(); } if (Alive) { LogSurvivor(); } }