Esempio n. 1
0
    //数值修改逻辑
    /// <summary>
    /// 伤害计算逻辑
    /// </summary>
    /// <param name="dmg">伤害量(默认正号)</param>
    /// <param name="kind">伤害类型(不同防御力)</param>
    /// <param name="canReduce">能否被减伤</param>
    public void getDamage(int dmg, SkillKind kind, bool canReduce = true)
    {
        if (_unit.IsDead)
        {
            return;
        }
        if (SDGameManager.Instance.DEBUG_GODLIKE &&
            _characterType == SDConstants.CharacterType.Hero)
        {
            dmg = 0;
        }
        if (canReduce)
        {
            float DmgR = AllRandomSetClass.SimplePercentToDecimal
                             (Mathf.Abs(100 - _unit.ThisBasicRoleProperty().DmgReduction));
            dmg = (int)(dmg * DmgR);
        }
        //配置额外伤害加成
        dmg = _unit.IsEnemy ? _unit.BM.heroToEnemyDmg(dmg) : _unit.BM.enemyToHeroDmg(dmg);
        //Debug.Log(name + "是否被击中 闪避" + isEvoHappen + "  " + "失误" + isFault);
        if (CurrentShieldHp > 0)
        {
            if (isEvoHappen || isFault)
            {
                dmg = 0;
            }
            //打破护盾
            if (dmg >= CurrentShieldHp)
            {
                CurrentShieldHp = 0;
                checkShieldFull();
                checkHpFull();
            }
            else
            {
                CurrentShieldHp -= dmg;
                checkShieldFull();
            }
        }
        else
        {
            int def = 0;
            if (kind == SkillKind.Physical)
            {
                def = _unit.ThisBasicRoleProperty()._role.ad;
            }
            else if (kind == SkillKind.Elemental)
            {
                def = _unit.ThisBasicRoleProperty()._role.md;
            }
            else if (kind == SkillKind.Arcane)
            {
                def = _unit.ThisBasicRoleProperty()._role.ad / 2
                      + _unit.ThisBasicRoleProperty()._role.md / 2;
            }
            dmg -= def;
            dmg  = Mathf.Max(dmg, SDConstants.MinDamageCount);

            //添加Buff类建筑的影响
            dmg = BattleGroupStateController.setNormalDmgByPlayerData(dmg, kind, _unit);

            if (isEvoHappen || isFault)
            {
                dmg = 0;
            }
            showDamageAnimation(dmg);
            //检测是否死亡
            if (dmg >= CurrentHp)
            {
                _unit.IsDead = true;
                CurrentHp    = 0;
                _unit.playDieAnimation();
            }
            else
            {
                CurrentHp -= dmg;
                if (receiveExtraDamage)
                {
                    getExtraDamage(currentExtraDamage);
                }
                else
                {
                    _unit.playHurtAnimation();
                }
            }
            checkHpFull();
        }
        //
        _unit.CheckStatesWithTag_beAtked();
    }