protected virtual void Build_damageHandler(DamageType type, IDamageMaker damageMaker, BaseCharacterBehavior source) { bool isCritical; float addHit; float dmg = damageMaker.GetCurDamage(type, out isCritical, out addHit) * (1 - DamageReduce); hp.CurValue -= dmg; ht.SetText((int)dmg * -1, isCritical, false); source.CurrentMakeDamage += dmg; }