/// <summary> /// 攻击动作结束 /// </summary> private void attackCompleteHandler() { int damage = DamageUtils.mathDamage(this.heroVo, this.targetBr.heroVo); //范围伤害 this.rangeHurt(damage); //目标受伤 this.targetBr.hurt(damage); //移动回原位 this.moveAct(this.startPos, true, moveToTargetComplete); }
/// <summary> /// 预先判断该武将是否会被打死 /// </summary> /// <param name="attackHero">进攻方数据</param> /// <param name="hurtHero">被攻击方数据</param> /// <returns></returns> public static bool checkRoleDead(HeroVo attackHero, HeroVo hurtHero) { int damage = DamageUtils.mathDamage(attackHero, hurtHero); hurtHero.tempHp -= damage; if (hurtHero.tempHp < 0) { hurtHero.tempHp = 0; } return((bool)(hurtHero.tempHp <= 0)); }
private void effectMoveCompleteHandler(GameObject effectGo) { this._isAttacking = false; this.isMoveBack = true; GameObject.Destroy(effectGo); effectGo = null; //执行伤害 int damage = DamageUtils.mathDamage(this.heroVo, this.targetBr.heroVo); //范围伤害 this.rangeHurt(damage); //目标受伤 this.targetBr.hurt(damage); this.moveToTargetComplete(); }