/// <summary> /// Takes the damage. /// </summary> /// <returns><c>true</c>, if dead, <c>false</c> otherwise.</returns> /// <param name="dp">DamagePackage.</param> public bool TakeDamage(ref DamagePackage dp) { dp.DamageIncrease(damageIncrease); dp.DamageReduction(damageReduction); dp.DamageReduction(additionalReductions); health -= (int)Math.Floor(dp.damage); Debug.Log("Player took: " + dp.damage + " damage"); //Updates the healthbar CombatText._instance.PlayerTakesDamage((int)Math.Floor(dp.damage), dp.isCrit, false, dp.name, health); //VisualController._instance.UpdatePlayerHealthbar (health); if (health <= 0) { return(true); } return(false); }
/// <summary> /// Takes the damage. /// </summary> /// <returns><c>true</c>, if dead, <c>false</c> otherwise.</returns> /// <param name="dp">DamagePackage</param> public bool TakeDamage(ref DamagePackage dp) { dp.DamageIncrease(damageIncrease); dp.DamageReduction(damageReduction); dp.DamageReduction(additionalReductions); health -= (int)Math.Floor(dp.damage); Debug.Log("Enemy took: " + dp.damage + " damage"); //Update Healthbar CombatText._instance.EnemyTakesDamage((int)Math.Floor(dp.damage), dp.isCrit, false, dp.name, health); if (health <= 0) { Player._instance.AddGold(level); Player._instance.AddExperience(level); return(true); } return(false); }