| | |
| | | public static void PopHp(GActor caster, GActor target, int attackType, int value)
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| | | {
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| | | if (target == null
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| | | || CameraController.Instance == null)
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| | | || CameraController.Instance == null
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| | | || PlayerDatas.Instance.hero == null)
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| | | {
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| | | return;
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| | | }
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| | |
| | | ///** 闪避 9*/
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| | | //Miss,
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| | |
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| | | if (attackType == (int)HurtAttackType.Recovery
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| | | && target is GA_Player && target != PlayerDatas.Instance.hero.SelectTarget)
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| | | {
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| | | return;
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| | | }
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| | |
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| | | // 判断伤血的归属是否为玩家或者玩家的召唤物或者宠物
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| | | //bool _isHurtHero = target.ServerInstID == PlayerDatas.Instance.PlayerId;
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| | | //if (!_isHurtHero)
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| | |
| | | || (attackType == (int)HurtAttackType.Recovery
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| | | && (target.ActorType == GameObjType.gotNPC
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| | | || (PlayerDatas.Instance.hero != null && target == PlayerDatas.Instance.hero.SelectTarget)))// npc和当前选中目标的回血显示
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| | | ||(caster == null && target.ActorInfo.ownerSID == 0))
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| | | || (caster == null && target.ActorInfo.ownerSID == 0))
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| | | {
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| | | // 决定显示的类型
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| | | int _base = (int)PopUpNum.Pattern.PlayerAttack;
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