/// <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); }
/// <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); }