//Uncomment this to override the OnDeath() function //in DamageableObject (if you've uncommented that, that is) //protected override void OnDeath(float damageAmount, DamageSource damageSource) { // Debug.Log("Uhoh... The player died. :("); //} //override the CalculateDamage() function to //determine how damage applies to the player protected override float CalculateDamage(float damageAmount, DamageSource damageSource) { //Example: give the player a 2x weakness to fire damage, and immunity to ice damage switch (damageSource.GetElementType()) { case (ElementType.Fire): damageAmount *= 2f; break; case (ElementType.Ice): damageAmount = 0f; break; } return(damageAmount); }