private float CalculateDamage() { if (UnityEngine.Random.Range(0.0f, 1.0f) <= criticalHitChance) { print("Critical Hit"); criticalParticleSystem.Play(); return(baseDamage + currentWeaponConfig.GetAdditionalDamage() * criticalHitMultiplier); } else { print("Normal Hit"); return(baseDamage + currentWeaponConfig.GetAdditionalDamage()); } }
float CalculateDamage() { float totalDamage = baseDamage + getCurrentWeapon.GetAdditionalDamage(); if (UnityEngine.Random.Range(0f, 1.0f) <= criticalHitChance) { criticalHitParticle.Play(); totalDamage *= criticalHitMultiplier; } return(totalDamage); }
private float CalculateDamage() { // allow critical hit bool isCriticalHit = UnityEngine.Random.Range(0f, 1f) <= criticalHitChance; float damageBeforeCritical = baseDamage + currentWeaponConfig.GetAdditionalDamage(); if (isCriticalHit) { criticalHitParticle.Play(); return(damageBeforeCritical * criticalHitMultiplier); } else { return(damageBeforeCritical); } }
private float CalculateDamage() { // allow critical hit bool isCriticalHit = UnityEngine.Random.Range(0f, 1f) <= criticalHitChance; float damageBeforeCritical = baseDamage + currentWeaponConfig.GetAdditionalDamage(); if (isCriticalHit) { if (criticalHitParticle) { criticalHitParticle.Play(); Debug.LogWarning("Critical Hit Prefab is not Assigned For : " + gameObject.name + ".. Please Assign 1."); } return(damageBeforeCritical * criticalHitMultiplier); } else { return(damageBeforeCritical); } }
float CalculateDamage() { return(baseDamage + currentWeaponConfig.GetAdditionalDamage()); // if a random number between 0 and 1 is less than or equanl to the criticalHitChance then // we have a critical hit // if criticalHitChance is 1 it's 100% chance that your number will be in the range // if criticalHitChance is 0.1 it's a 10% chance that a number picked randomly between 0 and 1 // will be less or equal to 0.1 // 0.2 <= 1 = true // 0.2 <= 0.1 = false // 0.1 <= 0.1 = true //bool isCriticalHit = UnityEngine.Random.Range(0f, 1f) <= criticalHitChance; //float damageBeforeCritical = baseDamage + currentWeaponConfig.GetAdditionalDamage(); // if it is critical damage, multiple the damage by the criticalHitMultiplier //if (isCriticalHit) //{ // criticalHitParticle.Play(); // return damageBeforeCritical * criticalHitMultiplier; //} //return damageBeforeCritical; }
float CalculateDamage() { return(baseDamage + currentWeaponConfig.GetAdditionalDamage()); }
private float CalculateDamage() { float damage = baseDamage + currentWeaponConfig.GetAdditionalDamage(); return(damage); }