public void GoldBomeCoinEffect(float per) { int loss = (int)(CmCarbon.DefenderInfo.Coin * per); CmCarbon.SetAddWinGold(loss); sdata.s_resourcedropInfo Info = ConfigM.GetBuildSourceDropIRow((int)ResourceType.Gold, loss); if (Info != null) { int num = Info.num1; GoldCoinEffect(num, loss); } }
public override void Hit(int damage) { SetAnimator(Build_AnimatorState.Hit20000); if (damage < 0) { SoundPlay.Play("coin_hit", false, false); SpawnJinkuHit(); int loss = CalcSubGold(-damage); CmCarbon.SetAddWinGold(loss); SetAnimator(Build_AnimatorState.Hit20000); sdata.s_resourcedropInfo Info = ConfigM.GetBuildSourceDropIRow((int)ResourceType.Gold, loss); if (Info != null) { int num = Info.num1; GoldCoinEffect(num, loss); } } //base.Hit(damage); }