public void Hit() { if (isBlood > 0) { BeDamageWithoutFix((int)(hp * BattleConstData.BLOOD_VALUE)); } HitCsv hitCsv = StaticData.GetData <HitCsv> (csv.hitID[nextHitIndex]); float fix = 1 + (combo * BattleConstData.COMBO_VALUE); battleControl.BeDamage(index, (int)(hitCsv.damage * fix)); if (hitCsv.interrupt) { battleControl.BeInterrupt(index); } for (int i = 0; i < hitCsv.buff.Length; i++) { BuffCsv buffCsv = StaticData.GetData <BuffCsv>(hitCsv.buff[i]); if (buffCsv.harm) { battleControl.AddBuff(index, buffCsv.ID, hitCsv.buffTime[i]); } else { AddBuff(buffCsv.ID, hitCsv.buffTime[i]); } } nextHitIndex++; SetNextHitPercent(); }