89 lines
2.1 KiB
C#
89 lines
2.1 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Reflection;
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using UnityEngine;
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public enum DamageType
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{
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/// <summary>
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/// 物理伤害
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/// </summary>
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physicalDamage,
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/// <summary>
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/// 魔法伤害
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/// </summary>
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magicDamage,
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/// <summary>
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/// 无属性伤害
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/// </summary>
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noAttributeDamage,
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}
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public class BUff
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{
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public float timeLeft = 0;//剩余时间
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public float executionInterval = 0;//buff执行间隔
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public float executionInterval_max = 100;//buff执行间隔
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public Action<object[]> Funaction;//调用的函数
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public object[] value;//调用函数的值
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}
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public class Fun : Base
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{
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/// <summary>
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/// 中毒 //目标 // 自己
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/// </summary>
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/// <param name="objects"></param>
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public void poisoning(object[] objects)
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{
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Role targetAudience = (Role)objects[0];
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Role myPalye = (Role)objects[1];
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Debug.Log("触发中毒");
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Debug.Log(myPalye.name);
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}
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/// <summary>
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/// 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)
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/// </summary>
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/// <param name="objects"></param>
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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
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{
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Role targetAudience = (Role)objects[0];
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float harm = (float)objects[1];
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DamageType damageType = (DamageType)objects[2];
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Role UserObj = (Role)objects[3];
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float finalDamage = harm;
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switch (damageType)
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{
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case DamageType.physicalDamage://物理伤害
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finalDamage -= targetAudience.physicalArmor;
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break;
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case DamageType.magicDamage://魔法伤害
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finalDamage -= targetAudience.magicArmor;
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break;
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case DamageType.noAttributeDamage://无属性伤害
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finalDamage -= 0;
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break;
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}
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if (finalDamage < 0)
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{
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finalDamage = 0;
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}
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targetAudience.Hp -= finalDamage;
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targetAudience.HurtDirectin = direction;
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}
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}
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