using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Test : MonoBehaviour {
public string nameEnemy ;
public int myAttack ;
public int enemyHp ;
public int minAttack;
public int maxAttack;
bool gameOver = false;
void Start ()
{
print(nameEnemy+" Appear ! ! !");
print(nameEnemy+" have "+enemyHp+" HP");
}
void Update ()
{
if(Input.GetKeyDown(KeyCode.Space) && gameOver == true)
{
}
else if(Input.GetKeyDown(KeyCode.Space) && Critical() == true )
{
Critical ();
}
else if(Input.GetKeyDown(KeyCode.Space))
{
Attack ();
}
}
void Attack()
{ myAttack = Randomdamage() ;
print("SHOOT "+myAttack+" Damage for "+nameEnemy);
enemyHp = enemyHp - myAttack;
print(nameEnemy+" have "+enemyHp+" HP");
if(enemyHp <= 0)
{
gameOver = true;
print("the game is over");
}
}
void Critical()
{
print("CRITICAL");
myAttack = maxAttack*2 ;
print("SHOOT "+myAttack+" Damage for "+nameEnemy);
enemyHp = enemyHp - myAttack;
print(nameEnemy+" have "+enemyHp+" HP");
if(enemyHp <= 0)
{
gameOver = true;
print("the game is over");
}
}
int Randomdamage ()
{
int ran = Random.Range (minAttack,maxAttack+1);
return ran;
}
bool Critical()
{
int rancri = Random.Range (0,11);
return rancri == 1 || rancri == 2;
}
}
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