/// <summary> /// 重新计算影响值 /// </summary> public void ReComputeAffectValue() { foreach (var p in mEffectValue) { if (p.value == 0) { continue; } eBuffEffectType type = (eBuffEffectType)p.type; float tempValue = p.value; SetEffectValue(type, tempValue); if (LogicType == eBuffLogicType.Fixed) { BuffMgr.RefreshAffectValue(type); } } }
/// <summary> /// 删除buff触发 /// </summary> public void OnBuffEnd() { if (LogicType == eBuffLogicType.Static) { return; } if (LogicType == eBuffLogicType.Fixed) { foreach (var p in mEffectValue) { BuffMgr.RefreshAffectValue((eBuffEffectType)p.type); } } if (Data.type == (int)eBuffEffectType.免疫控制) { Owner.PlayerStatus.DelmmunityType((int)eImmunityType.眩晕); Owner.PlayerStatus.DelmmunityType((int)eImmunityType.击飞); Owner.PlayerStatus.DelmmunityType((int)eImmunityType.击跪); } }