public void Attack()
 {
     if (!usingAbility && gameState.GameStillInSession())
     {
         AttackAnimations();
         myOffense.AttackTarget(myOffense.GetAttackPower());
     }
 }
 private void Attack()
 {
     if (myOffense.CanAttackStatus())
     {
         enemyAnimator.SetTrigger("Attack");
     }
     myOffense.AttackTarget(myOffense.GetAttackPower());
 }
    private void PrimeNewEnemy()
    {
        enemyOffenseStats = enemy.GetComponent <OffenseBehavior>();
        enemyOffenseStats.SetAttackPower(enemyOffenseStats.GetAttackPower());

        enemyHealthStats = enemy.GetComponent <HealthBehavior>();
        enemyHealthStats.SetMaxHealth(enemyHealthStats.maxHealth);

        enemyAi = enemy.GetComponent <EnemyBehaviour>();
        enemyAi.SetAttackRate(enemyAi.attackRateInSeconds);
        enemyAi.ResetEnemy();
    }
    private void PrimeNewEnemy()
    {
        enemyOffenseStats = enemy.GetComponent <OffenseBehavior>();
        enemyOffenseStats.SetAttackPower(enemyOffenseStats.GetAttackPower() + multiplier);

        enemyHealthStats = enemy.GetComponent <HealthBehavior>();
        enemyHealthStats.SetMaxHealth(enemyHealthStats.maxHealth * multiplier);
        enemyHealthStats.SetDefenseValue(enemyHealthStats.GetDefenseValue() + multiplier);

        enemyAi = enemy.GetComponent <EnemyBehaviour>();
        //enemyAi.SetAttackRate(enemyAi.attackRateInSeconds);
        enemyAi.winningsValue *= multiplier;
        pendingWinnings        = enemy.GetComponent <EnemyBehaviour>().winningsValue;

        multiplier = (enemyPool.enemyIndex + 1) * difficultyScale;
    }