public void Attack() { if (!usingAbility && gameState.GameStillInSession()) { AttackAnimations(); myOffense.AttackTarget(myOffense.GetAttackPower()); } }
private void Attack() { if (myOffense.CanAttackStatus()) { enemyAnimator.SetTrigger("Attack"); } myOffense.AttackTarget(myOffense.GetAttackPower()); }
private void PrimeNewEnemy() { enemyOffenseStats = enemy.GetComponent <OffenseBehavior>(); enemyOffenseStats.SetAttackPower(enemyOffenseStats.GetAttackPower()); enemyHealthStats = enemy.GetComponent <HealthBehavior>(); enemyHealthStats.SetMaxHealth(enemyHealthStats.maxHealth); enemyAi = enemy.GetComponent <EnemyBehaviour>(); enemyAi.SetAttackRate(enemyAi.attackRateInSeconds); enemyAi.ResetEnemy(); }
private void PrimeNewEnemy() { enemyOffenseStats = enemy.GetComponent <OffenseBehavior>(); enemyOffenseStats.SetAttackPower(enemyOffenseStats.GetAttackPower() + multiplier); enemyHealthStats = enemy.GetComponent <HealthBehavior>(); enemyHealthStats.SetMaxHealth(enemyHealthStats.maxHealth * multiplier); enemyHealthStats.SetDefenseValue(enemyHealthStats.GetDefenseValue() + multiplier); enemyAi = enemy.GetComponent <EnemyBehaviour>(); //enemyAi.SetAttackRate(enemyAi.attackRateInSeconds); enemyAi.winningsValue *= multiplier; pendingWinnings = enemy.GetComponent <EnemyBehaviour>().winningsValue; multiplier = (enemyPool.enemyIndex + 1) * difficultyScale; }