private int GetTowerActualHurtValue(AttackPropertyType type, int hurtValue) { int value = 0; if (type == AttackPropertyType.PhysicalAttack) { value = Formula.ActuallyPhysicalDamage(hurtValue, physicalResistance); } //else if ( type == HurtType.MagicAttack ) //{ // value = (int)( hurtValue / ( magicResistance / 100 + 1 ) ); //} else { DebugUtils.LogError(DebugUtils.Type.AI_Tower, string.Format("Can't handle this hurtType {0} now!", type)); } return(value); }
protected int GetActualHurtValue(AttackPropertyType type, int hurtValue) { int value = 0; if (type == AttackPropertyType.PhysicalAttack) { value = Formula.ActuallyPhysicalDamage(hurtValue, armor); } else if (type == AttackPropertyType.MagicAttack) { value = Formula.ActuallyMagicDamage(hurtValue, magicResist); } else { DebugUtils.LogError(DebugUtils.Type.AI_Npc, string.Format("Can't handle this hurtType {0} now!", type)); } return(value); }
private int GetInstituteActualHurtValue(AttackPropertyType type, int hurtValue) { int value = 0; if (type == AttackPropertyType.PhysicalAttack) { value = Formula.ActuallyPhysicalDamage(hurtValue, physicalResistance); } //Building can't be magicAttack( design ),When we need open here //else if ( type == HurtType.MagicAttack ) //{ // value = (int)( hurtValue / ( magicResistance / 100 + 1 ) ); //} else { DebugUtils.LogError(DebugUtils.Type.Building, string.Format("Can't handle this hurtType {0} now!", type)); } return(value); }