private Damage CreateDmage() { Damage damage = new GamePlay.Damage(); damage.DamageType = DamageType.Physic; damage.During = 0; damage.Effects = new SkillEffect[0]; damage.HitDamage = UnityEngine.Random.Range(_character.MinAttack, _character.MaxAttack); return(damage); }
protected Damage CreateDmage(DamageType type, int hitDamage, float during) { Damage damage = new GamePlay.Damage(); damage.DamageType = type; damage.Effects = Effects; damage.HitDamage = hitDamage; damage.Effects = Effects; damage.During = during; return(damage); }