Beispiel #1
0
    /// <summary>
    /// 受傷
    /// </summary>
    /// <param name="damage">傷害</param>
    public void Hit(float damage)
    {
        int dmg = (int)damage;

        hp -= dmg;

        hpMpManager.UpdateHpBar(hp, data.hpMax);

        StartCoroutine(hpMpManager.ShowValue(dmg, "-", Vector3.one, Color.white));

        if (hp <= 0)
        {
            Dead();
        }
    }
Beispiel #2
0
    /// <summary>
    /// 受傷
    /// </summary>
    /// <param name="damage"></param>
    public void Hit(float damage)
    {
        float dmg = damage * (1 - data.armor); // 減傷後的傷害

        int dmgValue = (int)dmg;               // 把浮點樹轉整數(無條件捨去)

        hp -= dmgValue;

        StartCoroutine(hpMpManager.ShowValue(dmgValue, "-", Vector3.one, Color.white));

        if (hp <= 0)
        {
            Dead();
        }
    }
Beispiel #3
0
    /// <summary>
    /// 受傷
    /// </summary>
    /// <param name="damage">傷害</param>
    public void Hit(float damage)
    {
        if (property == "fire" && Player.property == "water" |
            property == "water" && Player.property == "wood" |
            property == "wood" && Player.property == "fire" |
            property == "light" && Player.property == "dark" |
            property == "dark" && Player.property == "light"
            )
        {
            value = damage * 1.25f;
        }
        else if (property == "fire" && Player.property == "wood" |
                 property == "wood" && Player.property == "water" |
                 property == "water" && Player.property == "fire" |
                 property == "dark" && Player.property == "light" |
                 property == "light" && Player.property == "dark"
                 )
        {
            value = damage * 0.75f;
        }
        else
        {
            value = damage;
        }

        int dmg = (int)value;

        hp -= dmg;

        hpMpManager.UpdateHpBar(hp, data.hpMax);

        StartCoroutine(hpMpManager.ShowValue(dmg, "-", Vector3.one, Color.white));

        if (hp <= 0)
        {
            Dead();
        }
    }