//Creates a stronger attack when the end of a branch is reached. public void EndAttack() { List <DamageValues> dmgs = new List <DamageValues>(); SoldierEndAttack attack = balanceController.GetEndAttack(); if (grid.lastDirection == Constants.Direction.LEFT) { dmgs = battleController.enemyController.GetRandomEnemies(attack.hits, attack.value, true, true); } else if (grid.lastDirection == Constants.Direction.RIGHT) { dmgs = battleController.enemyController.GetRandomEnemies(attack.hits, attack.value, true, false); } foreach (DamageValues dv in dmgs) { Transform enemy = dv.entityHit; var shotTransform = Instantiate(lightningProjectile) as Transform; shotTransform.GetComponent <Projectile>().SetDamage(dv.GetDamage(), soldierAttack.value, 1); shotTransform.position = enemy.position; } if (dmgs.Count > 0) { currentSfx.value.Enqueue(specialActivationSound.clip); playSfxEvent.Invoke(); } }