private void Awake() { _stats = GetComponent <ActorStats>(); _gunShot = GetComponent <AudioSource>(); _canShoot = false; GameManager.GameStateChanged += OnGameStateChanged; }
// defenderStats can be used if we give armor to actors // not implemented now, just for the demonstration of extensibility public Attack CreateAttack(ActorStats attackerStats, ActorStats defenderStats = null) { float damage = attackerStats.GetDamage(); damage += baseDamage; bool isCritical = Random.value < criticalChance; if (isCritical) { damage *= criticalHitBuff; } return(new Attack((int)damage, isCritical)); }
private void Awake() { _actorStats = GetComponent <ActorStats>(); }
private void Awake() { _player = FindObjectOfType <ShooterFromCamera>().gameObject; _actorStats = GetComponent <ActorStats>(); GameManager.GameStateChanged += OnGameStateChanged; }