public void DamageUnit(int _id1, int _id2, float _amount, damageType _type) { string attackerName = "someone"; foreach (var attacker in gameUnitList) { if (attacker.GetID() == _id1) { attackerName = attacker.GetName(); } } bool hit = false; foreach (var unit in gameUnitList) { if (unit.GetID() == _id2) { unit.health = unit.health - _amount; Debug.Log(unit.GetName() + " takes " + _amount + " " + _type + " damage from " + attackerName); hit = true; } } if (!hit) { Debug.Log(attackerName + " Attack Missed!"); } OnGui(); }
public void beAttack(float damage, damageType dmgType) { //float possibility = Random.value; if (dmgType == damageType.Nomal) { Debug.Log("Nomal"); hp -= damage; } else { Debug.Log("Critical"); hp -= damage * 2f; } Debug.Log(hp); }
public static string damageTypeToString(damageType t) { switch (t) { case damageType.Acid: return("Acid"); case damageType.Bludgeoning: return("Bludgeoning"); case damageType.Cold: return("Cold"); case damageType.Fire: return("Fire"); case damageType.Force: return("Force"); case damageType.Lightning: return("Lightning"); case damageType.Necrotic: return("Necrotic"); case damageType.Piercing: return("Piercing"); case damageType.Poison: return("Poison"); case damageType.Psychic: return("Psychic"); case damageType.Radiant: return("Radiant"); case damageType.Slashing: return("Slashing"); case damageType.Thunder: return("Thunder"); default: return(null); } }
public BlockProperties DamageType(damageType type) { this.damageType = type; return(this); }
public BlockProperties() { this.damageType = damageType.Blunt; this.canFlip = false; }
public DamageableProperties(double _dmgAmnt, damageType _type) { damageAmmount = _dmgAmnt; typeOfDamage = _type; }
public int damageCharacter(int i, damageType d) { Console.WriteLine("Doing Damage"); int tDamage = i; switch (d) { case damageType.blunt: break; case damageType.magic: break; case damageType.slash: break; case damageType.stab: break; } if (tDamage > HP) { //character is dead Console.WriteLine("Killing: " + this.ToString()); die(); } else { //is still alive HP -= tDamage; } return tDamage; }