public float GetDamageEfficiencySlicing(TypeArmor armorType) { switch (armorType) { case TypeArmor.Flesh: return(2.0f); case TypeArmor.Light: return(1.3f); case TypeArmor.Medium: return(0.8f); case TypeArmor.Heavy: return(0.6f); case TypeArmor.Ethereal: return(0.1f); case TypeArmor.Magic: return(1.0f); case TypeArmor.Divine: return(0.2f); case TypeArmor.Structure: return(0.2f); default: return(1.0f); } }
public float GetDamageEfficiencySiege(TypeArmor armorType) { switch (armorType) { case TypeArmor.Flesh: return(0.4f); case TypeArmor.Light: return(0.7f); case TypeArmor.Medium: return(0.9f); case TypeArmor.Heavy: return(1.5f); case TypeArmor.Ethereal: return(2.8f); case TypeArmor.Magic: return(1.0f); case TypeArmor.Divine: return(0.2f); case TypeArmor.Structure: return(3.2f); default: return(1.0f); } }
public string GetArmorToolTip(TypeArmor tA) { switch (tA) { case TypeArmor.Flesh: return(fleshArmor_ToolTip); case TypeArmor.Light: return(lightArmor_ToolTip); case TypeArmor.Medium: return(mediumArmor_ToolTip); case TypeArmor.Heavy: return(heavyArmor_ToolTip); case TypeArmor.Ethereal: return(etherealArmor_ToolTip); case TypeArmor.Magic: return(magicArmor_ToolTip); case TypeArmor.Divine: return(divineArmor_ToolTip); case TypeArmor.Structure: return(structureArmor_ToolTip); default: Debug.Log("Ej fastställd TypeArmor"); return(""); } }
public float GetDamageEfficiency(TypeDamage damageType, TypeArmor armorType) { switch (damageType) { case TypeDamage.Slicing: return(GetDamageEfficiencySlicing(armorType)); case TypeDamage.Blunt: return(GetDamageEfficiencyBlunt(armorType)); case TypeDamage.Piercing: return(GetDamageEfficiencyPiercing(armorType)); case TypeDamage.Magic: return(GetDamageEfficiencyMagic(armorType)); case TypeDamage.Siege: return(GetDamageEfficiencySiege(armorType)); default: return(1.0f); } }
public static float CalculateDamage(float damage, TypeProjectTile typeProjectTile, TypeArmor typeArmor) { float value1 = (float)typeProjectTile; // Преобразовываем значение в float float value2 = (float)typeArmor; // Преобразовываем значение в float return(damage * value1 / value2); // урон умножаем на множетель урона, делим на множетель брони }