public void ProcessDamage(int damage) { int damageToApply = damage * damageMultiplier; enemyMaster.CallEventEnemyDeductHealth(damageToApply); playerMaster.CallEventPlayerEarnsPoints(damage); }
void UpgradeDamage(Transform temp) // UPGRADE DAMAGE { Debug.Log("Accessed the upgrade"); Transform item = GetComponent <Player_Inventory>().GetCurrentItem(temp); packedPunch = item.GetComponent <Gun_Ammo>().isPPUpgraded; if (!packedPunch) { item.GetComponent <Gun_ApplyDamage>().damage += 15; item.GetComponent <Gun_Ammo>().currentAmmo = item.GetComponent <Gun_Ammo>().clipSize; item.GetComponent <Gun_Ammo>().isPPUpgraded = true; item.GetChild(3).GetChild(1).GetComponent <Renderer>().material.color = new Color(0, 299, 200); } else { playerMaster.CallEventPlayerEarnsPoints(10000); } }