private void CreateWeapon() { if (waitTurns > 0) { waitTurns--; return; } Vector2 searchPosition = PlayerMovement.TargetPosition + PlayerMovement.FacingDirection; EnemyBaseMovement e = EnemyBaseMovement.GetEnemy(searchPosition); if (e != null) { EnemyHealth health = e.GetComponent <EnemyHealth>(); if (health != null) { health.Damage(Random.Range(10, 25)); waitTurns += 1; } } }
public EnemyBaseController(EnemyBaseMovement movement, EnemyBaseCombat combat) { __movement = movement; __combat = combat; }