public float CalculateStandartDamage() { bool isItCritical = criticalChance > UnityEngine.Random.Range(0f, 1.0f); if (isItCritical == true) { float totalDamage = currentWeaponInUse.GetWeaponCriticalDamageModifier() * currentWeaponInUse.weaponDamage; if (criticalParticleEffect != null) { criticalParticleEffect.Play(); } return(totalDamage); } else { return(currentWeaponInUse.weaponDamage); } }