/// <summary> /// ダメージ処理 /// <param name="entiry">ダメージを与えるバトラー</param> /// <param name="target">ダメージを受けるバトラー)</param> /// </summary> public void Damge(BattlerBase entiry, BattlerBase target) { Debug.LogFormat("target.hp_:{0}", target.Status.Hp); int damge = entiry.Status.Attack - (target.Status.Defence / 2); //int damge = (int)(entiry.Status.Attack / (target.Status.Defence / 10)); if (damge < 1) { damge = 1; } target.Status.Hp -= damge; target.Animator.SetTrigger("Damage"); target.DamageText.Setup(damge); target.DamageText.gameObject.SetActive(true); target.Hpgauge.UpdateHp(-damge); //target.hpber.update(); //target.ShowDamge(damge); // 演出 // 死亡したら Debug.LogFormat("damge:{0}", damge); Debug.LogFormat("target.hp_:{0}", target.Status.Hp); if (target.Status.Hp <= 0) { Debug.Log("you die"); target.Die(); } }
public void Damge(BattlerBase entiry, BattlerBase target, float attack_rate) { Debug.LogFormat("target.hp_:{0}", target.Status.Hp); int damge = ((int)(entiry.Status.Attack * attack_rate) - (target.Status.Defence / 2)); //int damge = (int)(entiry.Status.Attack * attack_rate) / (target.Status.Defence / 50); if (damge < 1) { damge = 1; } target.DamageText.Setup(damge); target.DamageText.gameObject.SetActive(true); target.Status.Hp -= damge; target.Animator.SetTrigger("Damage"); //target.hpber.update(); //tarege.ShowDamge(damge); // 演出 // 死亡したら if (target.Status.Hp <= 0) { target.Die(); } Debug.LogFormat("damge:{0}", damge); Debug.LogFormat("target.hp_:{0}", target.Status.Hp); }