private void AttackSlider_onAttack(float f, AttackSlider.state preformance) { switch (preformance) { case AttackSlider.state.perfect: if (onPerfectHit != null) onPerfectHit(); HP -= 3; break; case AttackSlider.state.good: if (onGoodHit != null) onGoodHit(); HP--; break; case AttackSlider.state.bad: if (onBadHit != null) onBadHit(); break; } if (HP <= 0) { if (onOutOfHP != null) onOutOfHP(); HP = 0; } if (onHPChange != null) onHPChange(HP / MaxHP); }
private void AttackSlider_onAttack(float f, AttackSlider.state preformance) { //event handler for attack Slider; if (preformance == AttackSlider.state.good) tx -= 5 / 40f; if (preformance == AttackSlider.state.perfect) tx -= 10 / 40f; if (preformance == AttackSlider.state.bad) tx += 5 / 40f; moveBoss(); }