public override void RespondToCollision(Character good) { GoodCharacter goodChar = (GoodCharacter)good; if (goodChar.Expirience < ParamExpirience) { int damage = rnd.Next(ParamRandomExpirience, 2*ParamRandomExpirience); if (this.Health-damage <= 0) { this.Health = 0; this.IsDead = true; } this.Health -= damage; } else if (goodChar.Expirience< 2*ParamExpirience) { int damage = rnd.Next(2*ParamRandomExpirience, 3*ParamRandomExpirience); if (this.Health - damage <= 0) { this.Health = 0; this.IsDead = true; } this.Health -= damage; } else { int damage = rnd.Next(3*ParamRandomExpirience, 4*ParamRandomExpirience); if (this.Health - damage <= 0) { this.Health = 0; this.IsDead = true; } this.Health -= damage; } }
public abstract void RespondToCollision(Character type);
public override void RespondToCollision(Character evil) { int damage = rnd.Next(ParamRandomDamage, 2*ParamRandomDamage); ChangeState(damage); if (this.Health <= 0) { this.Health = 0; this.IsDead = true; } }