public IEnumerator Damage(int damage) { //Card lastCard = null; int d = damage - Defence >= 0 ? damage - Defence : 0; DamageEffect.DamageInit(d, playerImage.gameObject); yield return(StartCoroutine(LifeManager.GetDamage(d, this))); //Constants.BATTLE.CallTrigger(TriggerType.TakeDamage,this); }
//public int atk { get; set; } //public int Dffence { get; set; } //ダメージを受ける public IEnumerator Damage(int damage) { DamageEffect.DamageInit(damage, gameObject); if (State.defence <= damage) { StartCoroutine(DilayDest()); //Constants.BATTLE.CardDest(this); } //return damage; yield return(null); }
public IEnumerator Heal(int value) { if (value < 0) { value = 0; } for (int i = 0; i < value; i++) { LifeManager.AddCard(Constants.BATTLE.InitCard(CardList.NormalLifeCard()), true); } //return value; DamageEffect.DamageInit(-value, playerImage.gameObject); yield return(null); }