难受
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@ -209,7 +209,7 @@ public class Attack : MonoBehaviour
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public void EndFire()
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public void EndFire()
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{
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{
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fireAni.SetInteger("State", 1);
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fireAni.SetInteger("State", 1);
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Debug.Log("停止火焰");
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//Debug.Log("停止火焰");
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}
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}
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@ -172,7 +172,7 @@ public class Bullet : MonoBehaviour
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go.transform.position = new Vector2(collision.transform.position.x, collision.transform.position.y + 0.2f);
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go.transform.position = new Vector2(collision.transform.position.x, collision.transform.position.y + 0.2f);
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go.GetComponent<Huo>().bullet = this;
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go.GetComponent<Huo>().bullet = this;
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Crole.FlashRedEffect();
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Crole.FlashRedEffect();
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Debug.Log("´´½¨»ðÑæ");
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//Debug.Log("´´½¨»ðÑæ");
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}
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}
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}
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}
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@ -453,7 +453,7 @@ public class Role : Fun
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if (camp==Camp.Player)
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if (camp==Camp.Player)
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{
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{
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Debug.Log("攻击力赋值==============================" + MengyaoInfo.Instance.m_Mengyao.Count);
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// Debug.Log("攻击力赋值==============================" + MengyaoInfo.Instance.m_Mengyao.Count);
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foreach (Character character in MengyaoInfo.Instance.m_Mengyao)
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foreach (Character character in MengyaoInfo.Instance.m_Mengyao)
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{
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{
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if (id ==character.Id)
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if (id ==character.Id)
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@ -470,7 +470,7 @@ public class Role : Fun
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AttackType=character.AttackType;//攻击类型
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AttackType=character.AttackType;//攻击类型
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AttackActionType=character.AttackActionType;//攻击作用类型
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AttackActionType=character.AttackActionType;//攻击作用类型
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CriticalHitRateBonus = float.Parse(character.CriticalHitRateBonus);
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CriticalHitRateBonus = float.Parse(character.CriticalHitRateBonus);
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Debug.Log("攻击力赋值++++++++++++++++++++++++++++++");
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//Debug.Log("攻击力赋值++++++++++++++++++++++++++++++");
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}
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}
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}
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}
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}
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}
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@ -488,7 +488,7 @@ public class Role : Fun
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{
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{
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// 计算暴击伤害(普通伤害乘以暴击加成)
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// 计算暴击伤害(普通伤害乘以暴击加成)
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num *= (1 + CriticalHitRateBonus);
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num *= (1 + CriticalHitRateBonus);
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Debug.Log("暴击发生!伤害增加:" + num);
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//Debug.Log("暴击发生!伤害增加:" + num);
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}
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}
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return num;
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return num;
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