攻击
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@ -144,7 +144,6 @@ public class Bullet : MonoBehaviour
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{
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{
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direction = 1;
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direction = 1;
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}
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}
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Crole.bloodLoss(new object[] { Crole, role.DamageCreate(), attackObj.damageTyp, role }, direction);
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Crole.bloodLoss(new object[] { Crole, role.DamageCreate(), attackObj.damageTyp, role }, direction);
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attackObj.bulltes.Remove(this.gameObject);
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attackObj.bulltes.Remove(this.gameObject);
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17
Role/Role.cs
17
Role/Role.cs
@ -29,6 +29,15 @@ public enum Camp
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Neutral
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Neutral
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}
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}
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public enum CharacterFlags
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{
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fly = 1 << 0,
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land = 1 << 1,
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big = 1 << 2,
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min = 1 << 3,
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}
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/// <summary>
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/// <summary>
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/// 角色基类,玩家处理事件
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/// 角色基类,玩家处理事件
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/// </summary>
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/// </summary>
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@ -152,6 +161,12 @@ public class Role : Fun
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public List<BUff> buffList = new List<BUff>();
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public List<BUff> buffList = new List<BUff>();
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public CharacterFlags Tags = 0;
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public bool hasfalg(CharacterFlags flag)
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{
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return (Tags & flag) == flag;
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}
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/// <summary>
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/// <summary>
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/// 储存buff
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/// 储存buff
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@ -165,6 +180,7 @@ public class Role : Fun
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public virtual async void Start()
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public virtual async void Start()
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{
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{
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maxHp = hp;
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maxHp = hp;
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SetSelfInfo();
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SetSelfInfo();
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@ -481,7 +497,6 @@ public class Role : Fun
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{
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{
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// 生成普通伤害
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// 生成普通伤害
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float num = UnityEngine.Random.Range(MinAttack, MaxAttack);
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float num = UnityEngine.Random.Range(MinAttack, MaxAttack);
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// 判断是否暴击
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// 判断是否暴击
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float critChance = UnityEngine.Random.Range(0f, 1f); // 生成一个0到1之间的随机数
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float critChance = UnityEngine.Random.Range(0f, 1f); // 生成一个0到1之间的随机数
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if (critChance < CritRate) // 如果暴击发生
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if (critChance < CritRate) // 如果暴击发生
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