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Question by chronos2669 · Jul 04, 2020 at 04:34 PM · randomtimerdamageattacktimed

Timer-Based Attack System

I'm trying to develop an attack system which requires the user to press a button at a critical point in order to deal maximum damage. By clicking the attack button, a UI element is displayed and a float begins moving from 0, all the way to 1, and then to 0 again, and the player needs to attack when the value is 1 in order to deal maximum damage, otherwise the damage value is lowered based on a multiplier. So far I have the attack function dealing a random damage value based on two numbers - could someone please help me change it to what I've described? I experimented with timers and co-routines but I'm not too experienced with them. Any help would be amazing :)

Attack function (specifically the "double dmgValue" section that is relevant):

     public void Attack() {
 
         double dmgValue = UnityEngine.Random.Range(Strength.Value * 0.9f, Strength.Value * 1.1f);
 
         if (PlayerMovement.EnemyCurHealth > dmgValue) {
             CurHealth -= PlayerMovement.EnemyDamage;
             Debug.Log("Enemy has just attacked you for " + PlayerMovement.EnemyDamage + " points of damage!");
         }
         PlayerMovement.EnemyCurHealth -= Convert.ToInt32(dmgValue);
         Debug.Log("Dead: " + isDead);
     }
 

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avatar image chronos2669 · Jul 06, 2020 at 06:12 PM 0
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piiinngggg

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Double ping.

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mf pingpingping

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