Beispiel #1
0
    public bool StatePossibility(SkillFunction HS, BattleRoleData source, BattleRoleData target)
    {
        if (AllRandomSetClass.PercentIdentify(StatePossibilityBuff))
        {
            if (HS.ThisSkillAim == SkillAim.Self)
            {
                Success = true; return(Success);
            }
            if (HS.ThisSkillAim == SkillAim.Friend)
            {
                Success = true; return(Success);
            }
        }
        float rate = AllRandomSetClass.SimplePercentToDecimal
                         (StatePossibilityBuff
                         - target.ThisBasicRoleProperty().ReadRA(stateTag));

        rate = Mathf.Clamp(rate, 0.05f, 0.95f);
        if (UnityEngine.Random.Range(0, 1f) < rate)
        {
            Success = true;
            return(Success);
        }
        Success = false;
        return(Success);
    }
Beispiel #2
0
    public bool StatePossibility(BattleRoleData target)
    {
        if (AimAtSelf)
        {
            Success = AllRandomSetClass.PercentIdentify(StatePossibilityBuff);
            return(Success);
        }
        float rate = AllRandomSetClass.SimplePercentToDecimal
                         (StatePossibilityBuff - target.ThisBasicRoleProperty().ReadRA(stateTag));

        rate = Mathf.Clamp(rate, 0.05f, 0.95f);
        if (UnityEngine.Random.Range(0, 1f) < rate)
        {
            Success = true;
        }
        return(Success);
    }
Beispiel #3
0
    public bool FaultHappen;//失误-判定成功
    public void CheckThisSkillCauseFault()
    {
        int faultrate = 5;

        FaultHappen = AllRandomSetClass.PercentIdentify(faultrate);
    }