public override List <Effect> GetEffect() { PhysicalAttackEffect physicalAttack = new PhysicalAttackEffect(); effects.Add(physicalAttack); return(effects); }
public override List <CommandEffect> GetEffect() { PhysicalAttackEffect physicalAttack = new PhysicalAttackEffect() { damageRate = 1, critical = false }; effects.Add(physicalAttack); return(effects); }
private IEnumerator PhysicalAttack(PhysicalAttackEffect physicalAttackEffect, BattleCharacter owner, BattleCharacter target) { float damageRate = physicalAttackEffect.damageRate; int damage = BattleFormula.PhysicalAttackDamage(owner.status, target.status); damage = (int)(damage * damageRate); directionExecution.Hit(); target.ReceiveDamage(damage); yield return(StartCoroutine(message.ShowAuto(target.CharacterName + "は" + damage + "うけた"))); yield break; }