void Melee(CombatStat attackStat) { Vector3 pos = transform.position; for (int i = 0; i < targettable.Count; i++) { Vector3 vec = targettable[i].transform.position; Vector3 direction = vec - pos; if (Vector3.Dot(direction, transform.forward) < 1) { if (targettable [i].GetComponent <EnemyCombat> ().stats.isAttackable) { float dmg = attackStat.dmgCalc(); targettable [i].GetComponent <EnemyCombat> ().stats.applyDmg(dmg); } } } }
void Melee(CombatStat attackStat) { Vector3 pos = transform.position; for (int i = 0; i < targettable.Count; i++) { Vector3 vec = targettable[i].transform.position; Vector3 direction = vec - pos; if (Vector3.Dot(direction, transform.forward) < 1) { if (targettable [i].GetComponent <EnemyCombat> ().stats.isAttackable) { float dmg = attackStat.dmgCalc(); targettable [i].GetComponent <EnemyCombat> ().stats.applyDmg(dmg); Vector3 textpos = transform.position; textpos.y += 2f; stats.stamina -= attackStat.weight; Instantiate(textOutline, textpos, Quaternion.identity).GetComponent <textFloat> ().text = dmg.ToString(); } } } }