private List<HexData> untraversable_hexes; //Hold untraversable hexes #endregion Fields #region Methods public override int attackTarget(Combatable target) { //TODO: finish method, account for opponent defenses etc //subtract ap cost from total current_ap -= attack_cost; return target.acceptDamage(attack_damage); }
// Use this for initialization void Start() { _stats = GetComponent <EntityStats>(); _combat = GetComponent <Combatable>(); _navMeshAgent = GetComponent <NavMeshAgent>(); MobSpawner.OnSpawnMobs += DestroyByDistance; }
/** * Deal damage to the target * @param the Combatable entity to damage * @return damage delt */ public override int attackTarget(Combatable target) { // int range = upgrade_weapon_range ? weapon_upgrade_range : weapon_base_range; int damage = upgrade_weapon_damage ? weapon_upgrade_damage : weapon_base_damage; int cost = upgrade_weapon_cost ? weapon_upgrade_cost : weapon_base_cost; current_ap -= cost; return target.acceptDamage(damage); }
/** * Deal damage to the target * @param the Combatable entity to damage * @return damage delt */ public abstract int attackTarget(Combatable target);
private void Enemy_Died(ICombatable obj) { enemy = null; }
public override int attackTarget(Combatable target) { throw new System.NotImplementedException (); }
// Use this for initialization void Start() { _combat = GetComponent <Combatable>(); _stats = GetComponent <EntityStats>(); _buildingManager = BuildingMenuCanvas.GetComponent <BuildingManager>(); }