public void Result(float warStartTime, EntityViewModel p, EntityView pV, ActionStyle action){ float factor = 1.0f; float timeDiff = Time.time - warStartTime; /* if (action == ActionStyle.PIN){ factor = 0.5f; } */ //AcionStyle /* if(action == ActionStyle.ASSAULT) { float prob = Random.value; if(prob >= 0.25f) p.Opponent.BattleState = BattleState.CONFUSING; else if(prob < 0.5 && prob >= 0.5f) p.BattleState = BattleState.CONFUSING; else if(prob < 0.5f && prob >= 0.75f) { p.BattleState = BattleState.CONFUSING; p.Opponent.BattleState = BattleState.CONFUSING; } } */ /* else if(action == ActionStyle.RAID) { float prob = Random.value; if(prob >= 0.5f) p.Opponent.BattleState = BattleState.CONFUSING; } */ if(action == ActionStyle.FEINT) { if(timeDiff >= 1f) { p.TimeStarted = false; p.Counter++; return; } } else if(action == ActionStyle.PIN) { factor = 0.5f; } float health = p.Opponent.Health * Mathf.Pow (p.Opponent.noHurt, p.Health / (float)p.Opponent.Health); float d = p.Opponent.Health - Mathf.Pow (p.Opponent.noHurt + p.Opponent.hurt, p.Health / (float)p.Opponent.Health) * p.Opponent.Health; float ht = p.Opponent.Health - health - d; p.Opponent.Dead = d * factor; p.Opponent.Hurt = ht * factor; //healthHistory [nextCnt] = (healthHistory [counter] - Mathf.RoundToInt(d * factor) - Mathf.RoundToInt(ht*factor)); p.Opponent.Health = (p.Opponent.Health - p.Opponent.Dead - p.Opponent.Hurt) >= 0.5 ? p.Opponent.Health - p.Opponent.Dead - p.Opponent.Hurt : 0; //if(p.Opponent.Health > 0) pV.AtkAndUpdateHealth(); if (p.Opponent.Health <= 0) { p.TimeStarted = false; return; } //Debug.Log (Name + " Health: " + healthHistory [Counter]); string colorTag = p.Name != "Soldier3" ? "<color=red>" :"<color=yellow>"; colorTag = p.Name == "Soldier4" ? "<color=purple>" : colorTag; //call animation, but how to call the view??? Debug.Log (colorTag + "Time</color> " + timeDiff + "s, " + p.Opponent.Name + " Results: " + health + " " + ht + " " + d + " <color=blue>Opponent.Counter:</color> " + p.Counter); Debug.Log (colorTag + "Time</color> " + timeDiff + "s, " + p.Opponent.Name + " Actual Results: " + p.Opponent.Health + " " + p.Opponent.Hurt + " " + p.Opponent.Dead + " Total: " + (p.Opponent.Health + p.Opponent.Hurt + p.Opponent.Dead)); //Debug.Log (colorTag + "Round</color> " + roundCounter + ", " + p.Opponent.Name + " Results: " + health + " " + ht + " " + d + " <color=blue>Opponent.Counter:</color> " + p.Counter); //Debug.Log (colorTag + "Round</color> " + roundCounter + ", " + p.Opponent.Name + " Actual Results: " + p.Opponent.Health + " " + p.Opponent.Hurt + " " + p.Opponent.Dead + " Total: " + (p.Opponent.Health + p.Opponent.Hurt + p.Opponent.Dead)); p.Counter++; }