public void ChangeAttrByType(GameObject gameObject, AttrType attrType, float value) { CharacetStatus status = gameObject.GetComponent <CharacetStatus>(); if (attrType == AttrType.HP) { status.HPChange((int)value); } else if (attrType == AttrType.HPRemain) { status.HPRemainChange((int)value); } else if (attrType == AttrType.MP) { status.MPChange((int)value); } else if (attrType == AttrType.MPRemain) { status.MPRemainChange((int)value); } else if (attrType == AttrType.EP) { status.EPChange((int)value); } else if (attrType == AttrType.EPRemain) { status.EPRemainChange((int)value); } else if (attrType == AttrType.HungerRemain) { status.HungerRemainChange((int)value); } else if (attrType == AttrType.AD) { status.ADChange((int)value); } else if (attrType == AttrType.AttackRate) { status.AttackRateChange((int)value); } else if (attrType == AttrType.MoveSpeed) { status.MoveSpeedChange((int)value); } }
public void ChangeAttrByType(GameObject gameObject, ApplyAttrEffect applyAttrEffect) { CharacetStatus status = gameObject.GetComponent <CharacetStatus>(); if (applyAttrEffect.AT == AttrType.HP) { status.HPChange((int)applyAttrEffect.FixValue); } else if (applyAttrEffect.AT == AttrType.HPRemain) { status.HPRemainChange((int)applyAttrEffect.FixValue); } else if (applyAttrEffect.AT == AttrType.MP) { status.MPChange((int)applyAttrEffect.FixValue); } else if (applyAttrEffect.AT == AttrType.MPRemain) { status.MPRemainChange((int)applyAttrEffect.FixValue); } else if (applyAttrEffect.AT == AttrType.EP) { status.EPChange((int)applyAttrEffect.FixValue); } else if (applyAttrEffect.AT == AttrType.EPRemain) { status.EPRemainChange((int)applyAttrEffect.FixValue); } else if (applyAttrEffect.AT == AttrType.HungerRemain) { status.HungerRemainChange((int)applyAttrEffect.FixValue); } else if (applyAttrEffect.AT == AttrType.AD) { status.ADChange((int)applyAttrEffect.FixValue); } else if (applyAttrEffect.AT == AttrType.AttackRate) { status.AttackRateChange((int)applyAttrEffect.FixValue); } }