/// <summary>
 /// 複寫Damage傳入目標的Execute方法,狀態引發的傷害目標是初始化時就給予了,不能再執行Execute時給予
 /// </summary>
 public override void Execute(Chara _target)
 {
     //取得實際傷害量
     TrueDamage = GetDamage(_target);
     Debug.Log(string.Format("{0}受到{1}點{2}", Self.Name, TrueDamage, ExecuteComType));//ex:大惡魔受到砍殺狀態影響,造成56點傷害
     _target.ReceivePhysicalDamge(TrueDamage, false, HitTextType.DOT, ShowDelay);
 }
 /// <summary>
 /// 複寫Damage傳入目標的Execute方法,狀態引發的傷害目標是初始化時就給予了,不能再執行Execute時給予
 /// </summary>
 public override void Execute(Chara _target)
 {
     //取得實際傷害量
     TrueDamage = GetDamage(_target);
     Debug.Log(string.Format("{0}受到{1}點{2}", Self.Name, TrueDamage, ExecuteComType));//ex:大惡魔受到砍殺狀態影響,造成56點傷害
     _target.ReceivePhysicalDamge(TrueDamage, false, HitTextType.DOT, ShowDelay);
 }
Exemple #3
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 /// <summary>
 /// 用於腳色施法執行傷害效果時,傳入目標,對目標造成傷害
 /// </summary>
 public override void Execute(Chara _target)
 {
     base.Execute(_target);
     //取得實際傷害量
     TrueDamage = GetDamage(_target);
     Debug.Log(string.Format("{0}對{1}造成{2}點{3}", Self.Name, _target.Name, TrueDamage, ExecuteComType));//ex:勇者施放砍殺大惡魔造成46點傷害
     _target.ReceivePhysicalDamge(TrueDamage, true, HitTextType.Hit, ShowDelay);
 }
Exemple #4
0
 /// <summary>
 /// 用於腳色施法執行傷害效果時,傳入目標,對目標造成傷害
 /// </summary>
 public override void Execute(Chara _target)
 {
     base.Execute(_target);
     //取得實際傷害量
     TrueDamage = GetDamage(_target);
     Debug.Log(string.Format("{0}對{1}造成{2}點{3}", Self.Name, _target.Name, TrueDamage, ExecuteComType));//ex:勇者施放砍殺大惡魔造成46點傷害
     _target.ReceivePhysicalDamge(TrueDamage, true, HitTextType.Hit, ShowDelay);
 }