Esempio n. 1
0
 public void Attacked(float val)
 {
     effect.SetActive(true);
     DamageTextContoller.CreateDamageText(-val, transform);
     hp -= val;
     if (hp < 0)
     {
         isAlive = false;
     }
 }
Esempio n. 2
0
    private void Skill_Type_setDMG(GameObject target)
    {
        int   a;
        int   b;
        float c;

        if (skill_type == "ATTACK" || skill_type == "HEAL")
        {
            a = up_down == "UP" ? 1 : -1;
            b = ability_value;
            c = coefficient;

            float ms, ms1, ms2;
            float _as, _as1, _as2;

            float dmg_skill;

            ms1 = ((character.mag + (a * b)) * c) -
                  target.GetComponent <Battle_Character>().rep;
            ms2 = 1;
            ms  = ms1 > ms2 ? ms1 : ms2;



            _as1 = ((character.atk + (a * b)) * c) -
                   target.GetComponent <Battle_Character>().def;
            _as2 = 1;
            _as  = _as1 > _as2 ? _as1 : _as2;

            dmg_skill  = _as + ms;
            dmg_skill *= (skill_type == "ATTACK" ? -1 : 1);
            target.GetComponent <Battle_Character>().hp += dmg_skill;
            DamageTextContoller.CreateDamageText(dmg_skill, target.transform);
        }
        else if (skill_type == "BUFF")
        {
            string e_a = effect_ability;
            b = up_down == "UP" ? 1 : -1;
            c = ability_value;

            if (e_a == "DEF")
            {
                target.GetComponent <Battle_Character>().def += b * c;
            }
            else if (e_a == "HP")
            {
                target.GetComponent <Battle_Character>().hp += b * c;
                DamageTextContoller.CreateDamageText(b * c, target.transform);
            }
        }
        else if (skill_type == "TOOL")
        {
            string e_a = effect_ability;
            a = up_down == "UP" ? 1 : -1;
            b = ability_value;
            if (e_a == "HP")
            {
                target.GetComponent <Battle_Character>().hp += a * b;
            }
            DamageTextContoller.CreateDamageText(a * b, target.transform);
        }
    }