protected virtual void ApplyBullet(BaseBoss enemy) { enemy.BossHit(damage, damage * 0.1f, direction); SoundManager.EmitterPosition = enemy.Position; SoundManager.PlaySFX("bullet_collision"); DestroyBulletCollision(enemy); }
protected override void DoEffect(BaseBoss enemy) { base.DoEffect(enemy); float percent = OGE.GetDistance(enemy.Position, Position) / maxRadius; enemy.SlowFactor -= percent * freezePercentage; }
protected override void DoEffect(BaseBoss enemy) { base.DoEffect(enemy); float damagePercent = OGE.GetDistance(enemy.Position, Position) / 150; enemy.BossHit(damagePercent * damage, 0, 0, true); }
protected override void DoEffect(BaseBoss enemy) { base.DoEffect(enemy); float percent = (maxRadius - currentRadius) / maxRadius; enemy.BossHit(0, powerOfWave * percent, OGE.GetAngle(Position, enemy.Position)); }
protected override void ApplyBullet(BaseBoss enemy) { float percentage = distance / maxDistance; enemy.SlowFactor -= percentage * damage; }
protected virtual void DoEffect(BaseBoss boss) { }