private void RedirectAttack(int damage, UnitStackBase source, DamageType damageType) { if (!protectorUnit.gameObject.activeInHierarchy) { return; } protectorUnit.GetDamaged(damage, source, damageType); }
private void AttackUnit(UnitStackBase unit) { if (!unit.IsTargetableByAttack()) { return; } int damage = activeUnit.GetAttackDamage(); unit.GetDamaged(damage, activeUnit, DamageType.Physical); playerTurn = false; battleManager.EndTurn(); }
private void AttackUnit(UnitStackBase targetUnit) { targetUnit.GetDamaged(actingUnit.GetAttackDamage(), actingUnit, DamageType.Physical); battleManager.EndTurn(); }
private void MakeAChargedAttack(UnitStackBase targetUnit) { targetUnit.GetDamaged(CalculateDamage(), casterUnit, DamageType.Magical); }