/// <summary> /// 接触处理,effect类型分析 /// </summary> public static void DealMagic(ENUM_EFFECT Effect, Property Sender, GameObject Recevier) { var ATB = Sender.Attribute; switch (Effect) { case ENUM_EFFECT.DAMAGE: var dam = ATB[ENUM_ATB.ATK]; Recevier.GetComponent <Property>().HPChange(-dam); break; case ENUM_EFFECT.HEAL: var heal = ATB[ENUM_ATB.ATK]; Recevier.GetComponent <Property>().HPChange(heal); break; default: Debug.LogError("ENUM_EFFECT can not find"); break; } }
public static void DealMagic(ENUM_EFFECT Effect, int Value, GameObject Recevier) { switch (Effect) { case ENUM_EFFECT.DAMAGE: Recevier.GetComponent <Property>().HPChange(-Value); break; case ENUM_EFFECT.HEAL: Recevier.GetComponent <Property>().HPChange(Value); break; case ENUM_EFFECT.ATB_CHANGE: //恢复 AddBuff(Value, Recevier); break; case ENUM_EFFECT.SIZE_CHANGE: //恢复 AddBuff(Value, Recevier); break; case ENUM_EFFECT.BOOST: //恢复 AddBuff(Value, Recevier); break; case ENUM_EFFECT.ABNOMALY: //恢复 AddBuff(Value, Recevier); break; case ENUM_EFFECT.SHIELD: //恢复 AddBuff(Value, Recevier); break; default: Debug.LogError("ENUM_EFFECT can not find"); break; } }