/// <summary> /// ダメージ処理 /// </summary> /// <param name="damage"></param> /// <param name="battler"></param> public static void SkillDamage(int damage, BattlerSerializable battler) { Damage(damage, battler); //睡眠状態なら睡眠状態を解除する if (DeadCheck(battler) == false && StatusDictionary.IsSleep(battler)) { RemoveStatus(StatusConsts.SLEEP, battler); } }
private static void WakeUpCheck(List <SkillDamages> damageses) { foreach (var damagese in damageses) { var battler = BattlerDictionary.GetBattlerByUniqId(damagese.targetUniqId); if (StatusDictionary.IsSleep(battler)) { if (damagese.isHit) { //HPにダメージを与えたか検索 var damage = damagese.SkillDamage.Find(x => x.valueTarget == SkillValueTarget.HP); if (damage != null && damage.damage > 0) { RemoveStatus(StatusConsts.SLEEP, battler); } } } } }