// Führt einen Angriff des Gegners aus private void performEnemyAttack() { float evaded = Random.Range(0.0f, 1.0f); savedEvade = enemyBase.getEvasion() > evaded; savedDamage = Mathf.RoundToInt((enemyBase.getBasicAttackDamage() - player.getDefense()) * Random.Range(0.8f, 1.2f)); enemyCombat.performAttackAnimation(1); }
// Führt einen Angriff des Spielers aus private void performPlayerAttack(int attackSkillIndex) { if (canAttack && player.getCooldownFromAttack(attackSkillIndex) == 0) { float evaded = Random.Range(0.0f, 1.0f); savedEvade = enemyBase.getEvasion() > evaded; savedDamage = Mathf.RoundToInt((player.getDamageFromAttack(attackSkillIndex) - enemyBase.getDefence()) * Random.Range(0.8f, 1.2f)); playerCombat.performAttackAnimation(attackSkillIndex); canAttack = false; player.setCooldownFromAttack(attackSkillIndex); updateAttackNames(); } }