public override void DoDamage(GameObject source, GameObject target, Entity attacker, Entity defender, bool isPlayer) { float damageAmt = DamageCalc.DamageCalculation(attacker, defender, damageMod); Debug.Log("damage: " + damageAmt); defender.ModifyHealth(-damageAmt); }
public override void DoDamage(GameObject source, GameObject target, Entity attacker, Entity defender, bool isPlayer) { float damageAmt = Random.Range(low, high); Debug.Log("damage: " + damageAmt); defender.ModifyHealth(-damageAmt); }
public override void DoDamage(GameObject source, GameObject target, Entity attacker, Entity defender, bool isPlayer) { float damageAmt; if (isPlayer == true) { damageAmt = DamageCalc.DamageCalculation(attacker, defender, damageMod); } else { damageAmt = DamageCalc.DamageCalculation(attacker, defender, 0); } if (isPlayer == true) { } defender.ModifyHealth(-damageAmt); }
public override void DoDamage(GameObject source, GameObject target, Entity attacker, Entity defender, bool isPlayer) { float damageAmt; if (isPlayer == true) { damageAmt = DamageCalc.DamageCalculation(attacker, defender, damageMod); if (attacker.gameObject.GetComponent<TalentManager>().Bonuses["fire"] == true) { damageAmt += damageAmt * 0.1f; } } else { damageAmt = DamageCalc.DamageCalculation(attacker, defender, 0); } if (isPlayer == true) { Debug.Log("damage: " + damageAmt); } defender.ModifyHealth(-damageAmt); }
public virtual void OnHit(Entity obj) { obj.ModifyHealth(this.damage); }