public void SetCurrentEnemy(EnemyAttr attr) { if (attr != null) { currentSlider.maxValue = attr.GetMaxHP(); currentSlider.value = attr.GetNowHP(); if (currentSlider.value == 0) { IUserInterfaceManager.GetInstance().CloseUI(typeof(BloodUIConfig)); } return; } Debug.LogError("EnemyAttr异常!!!"); }
public override int GetAtkPlusValue(ICharacterAttr CharacterAttr) { EnemyAttr theEnemyAttr = CharacterAttr as EnemyAttr; if (theEnemyAttr == null) { return(0); } int RandValue = UnityEngine.Random.Range(0, 100); if (theEnemyAttr.GetCritRate() >= RandValue) { theEnemyAttr.CutdownCritRate(); return(theEnemyAttr.GetMaxHP() * 5); } return(0); }
// 攻擊加乘 public override int GetAtkPlusValue(ICharacterAttr CharacterAttr) { // 是否為敵方數值 EnemyAttr theEnemyAttr = CharacterAttr as EnemyAttr; if (theEnemyAttr == null) { return(0); } // 依爆擊機率回傳攻擊加乘值 int RandValue = UnityEngine.Random.Range(0, 100); if (theEnemyAttr.GetCritRate() >= RandValue) { theEnemyAttr.CutdownCritRate(); // 減少爆擊機率 return(theEnemyAttr.GetMaxHP() * 5); // 血量的5倍值 } return(0); }
//攻击加成 public override int GetAtkPlusValue(ICharacterAttr CharacterAttr) { //是否为敌方属性 EnemyAttr theEnemyAttr = CharacterAttr as EnemyAttr; if (theEnemyAttr == null) { return(0); } //按爆率返回攻击加成值 int RandValue = UnityEngine.Random.Range(0, 100); if (theEnemyAttr.GetCritRate() >= RandValue) { theEnemyAttr.CutdownCritRate(); //减少暴击概率 return(theEnemyAttr.GetMaxHP() * 5); //血量的5倍值 } return(0); }