示例#1
0
        private bool attack(CharacterData Holder, CharacterData target)
        {
            float temp = UnityEngine.Random.value;

            //the character uses up stamina and mana even if the attack misses
            Holder.CurMP      = Holder.CurMP - _ManaCost;
            Holder.CurStamina = Holder.CurStamina - _StaminaCost;
            //if the characters chance to hit and the weapons chance to hit and both less than or equal to a randomly determined value
            //the attack lands
            if (Holder.ChanceToHit >= temp && _ChanceToHit >= temp)
            {
                //generate a random number between min and max damage of this characters weapon;
                double dmg = UnityEngine.Random.value * (MaxDamage - MinDamage) + MinDamage;
                dmg         *= Holder.CurStamina / GlobalConsts.STAMINA_DAMAGE_DIVIDER;
                target.CurHP = target.CurHP - dmg;
                _AttackEffect.CreateEffect(target);
                return(true);
            }
            return(false);
        }