using System; using System.Collections; using System.Collections.Generic; using System.Reflection; using UnityEngine; public enum DamageType { /// /// 物理伤害 /// physicalDamage, /// /// 魔法伤害 /// magicDamage, /// /// 无属性伤害 /// noAttributeDamage, } public class BUff { public float timeLeft = 0;//剩余时间 public float executionInterval = 0;//buff执行间隔 public float executionInterval_max = 100;//buff执行间隔 public Action Funaction;//调用的函数 public object[] value;//调用函数的值 } public class Fun : Base { /// /// 中毒 //目标 // 自己 /// /// public void poisoning(object[] objects) { Role targetAudience = (Role)objects[0]; Role myPalye = (Role)objects[1]; Debug.Log("触发中毒"); Debug.Log(myPalye.name); } /// /// 扣血 传入参数 目标,伤害值,攻击类型,使用者,子弹射来的方向(0是右边,1是左边) /// /// public void bloodLoss(object[] objects,int direction=1)//目标,伤害值,攻击类型,使用者,子弹射来的方向 { Role targetAudience = (Role)objects[0]; float harm = (float)objects[1]; DamageType damageType = (DamageType)objects[2]; Role UserObj = (Role)objects[3]; float finalDamage = harm; switch (damageType) { case DamageType.physicalDamage://物理伤害 finalDamage -= targetAudience.physicalArmor; break; case DamageType.magicDamage://魔法伤害 finalDamage -= targetAudience.magicArmor; break; case DamageType.noAttributeDamage://无属性伤害 finalDamage -= 0; break; } if (finalDamage < 0) { finalDamage = 0; } targetAudience.Hp -= finalDamage; targetAudience.HurtDirectin = direction; } }