I see. I notice what my code did. It is not changing the gun damage actually. Now when i control this value it is for character damage like base damage we can say. Any gun I equip it will inherit that damage from me that I did with that code. So no more unique damage to the guns.
I did added...
public float DamageAmount {
get { return PlayerPrefs.GetFloat("PlayerDamage",50); }
set
{
PlayerPrefs.SetFloat("PlayerDamage", value);
}
}
We have to change this in ImpactCollisionData SCRIPT LINE 521 Damage Amount. I...
I got an issue with the damage changing for my player.
public class ImpactDamageData : IImpactDamageData
{
[Tooltip("The Layer mask to which deal damage.")]
[SerializeField] protected LayerMask m_LayerMask =
~( 1 << LayerManager.IgnoreRaycast
| 1 <<...