| | |
| | | |
| | | protected MotionBase motionBase; |
| | | |
| | | protected GameObject heroGo; |
| | | public GameObject heroGo |
| | | { |
| | | get; |
| | | private set; |
| | | } |
| | | |
| | | public BattleObject(BattleField _battleField) |
| | | { |
| | |
| | | |
| | | return true; |
| | | } |
| | | |
| | | |
| | | public virtual void TakeDamage(List<int> damageValues) |
| | | { |
| | | if (IsDead()) |
| | |
| | | totalDamage += damage; |
| | | } |
| | | |
| | | |
| | | // 扣血 |
| | | teamHero.curHp -= totalDamage; |
| | | |
| | |
| | | // { |
| | | // OnDeath(); |
| | | // } |
| | | |
| | | } |
| | | |
| | | // 闪避开始 |
| | |
| | | { |
| | | Debug.Log($"Damage: {damage}"); |
| | | } |
| | | |
| | | EventBroadcast.Instance.Broadcast<BattleObject, List<int>>(EventName.BATTLE_DAMAGE_TAKEN, this, damageValues); |
| | | } |
| | | |
| | | public void PlaySkill(SkillConfig skillConfig, List<Dictionary<int, List<int>>> damageList, Action _onComplete) |
| | |
| | | { |
| | | List<int> damageList = new List<int>(); |
| | | |
| | | int totalDamage = teamHero.attack - obj.teamHero.defense; |
| | | int totalDamage = 100; |
| | | |
| | | damageList.Add(totalDamage); |
| | | int damage1 = (int)((float)totalDamage * 0.3f); |
| | | |
| | | int damage2 = (int)((float)totalDamage * 0.25f); |
| | | |
| | | int damage3 = totalDamage - damage1 - damage2; |
| | | |
| | | damageList.Add(damage1); |
| | | damageList.Add(damage2); |
| | | damageList.Add(damage3); |
| | | |
| | | return damageList; |
| | | } |