Ejemplo n.º 1
0
        /// <summary>
        /// スキル発動
        /// </summary>
        protected override void SkillActivate()
        {
            Debug.Log("Activated the 自己再生");
            m_hitPointBuffer = m_panelCounter.DestructionCount * m_battleManager.m_MagiaStats.Temp.HitPoint * m_incease; // 丸め込み対策の為に一度変数に保存
            m_battleManager.m_MagiaStats.HitPoint += (int)m_hitPointBuffer;                                              // ここでintに変換

            if (m_battleManager.m_MagiaStats.HitPoint > m_battleManager.m_MagiaStats.MaxHP)                              // もしMaxHPを越したら
            {
                m_battleManager.m_MagiaStats.HitPoint = m_battleManager.m_MagiaStats.MaxHP;                              // hpをmaxに戻す
            }
            m_magiaHPGauge.Sync(m_battleManager.m_MagiaStats.HitPoint);                                                  // HPGaugeと同期
            SetBuffText(EnhanceType.HpBuff, (int)m_hitPointBuffer);
        }
Ejemplo n.º 2
0
        /// <summary>
        /// スキル発動
        /// </summary>
        protected override void SkillActivate()
        {
            Debug.Log("Activated the 魔王ノ細胞");
            m_hitPointBuffer = m_panelCounter.DestructionCount * m_battleManager.m_MagiaStats.MaxHP * m_incease; // 街破壊数 * 最大HP * 割合
            m_battleManager.m_MagiaStats.HitPoint += (int)m_hitPointBuffer;

            if (m_battleManager.m_MagiaStats.HitPoint > m_battleManager.m_MagiaStats.MaxHP) // もしMaxHPを越したら
            {
                m_battleManager.m_MagiaStats.HitPoint = m_battleManager.m_MagiaStats.MaxHP; // hpをmaxに戻す
            }
            m_magiaHPGauge.Sync(m_battleManager.m_MagiaStats.HitPoint);                     // HPGaugeと同期
            SetBuffText(EnhanceType.HpBuff, (int)m_hitPointBuffer);
        }