public override void ApplyDamage(int damage, CEnum.EAttackType damageType)
        {
            base.ApplyDamage(damage, damageType);
            m_BattleComponent.ApplyDamage(damage, damageType);
            var health = 0;

            if (m_BattleComponent.CalculateHealth(this.GetCurrentHealth(), out health))
            {
                SetCurrentHealth(health);
            }
        }
        public void ApplyDamage(int damage, CEnum.EAttackType damageType)
        {
            switch (damageType)
            {
            default:
            case CEnum.EAttackType.Pure:
                m_TotalDamage += damage;
                break;

            case CEnum.EAttackType.Physic:
                m_TotalPhysicDamage += damage - m_Target.GetPhysicDefend();
                m_TotalPhysicDamage  = Mathf.Max(1, m_TotalPhysicDamage);
                break;

            case CEnum.EAttackType.Magic:
                m_TotalMagicDamage += damage - m_Target.GetMagicDefend();
                m_TotalMagicDamage  = Mathf.Max(1, m_TotalMagicDamage);
                break;
            }
        }
 public virtual void ApplyDamage(int damage, CEnum.EAttackType damageType)
 {
 }