/// <summary> /// 固定ダメージ加算(属性考慮) /// </summary> /// <param name="damage"></param> /// <param name="element"></param> public void SlipDamage(uint damage, MenkoElement element, Vector3 pos) { float elementMagnif = MenkoElementUtils.GetMagnification(element, this.Element); int lastDamage = Mathf.CeilToInt(damage * elementMagnif); Percent += lastDamage; DamageToaster.Instance.ShowDamage(lastDamage, pos); }
/// <summary> /// ダメージ加算 /// </summary> public void Damage(BattleStatus opStatus, float posMagnif, Vector3 pos) { const int LV = 100; // 今のところ固定 float elementMag = MenkoElementUtils.GetMagnification(opStatus.Element, this.Element); float attackBase = (LV * 0.4f + 2) * opStatus.Attack * elementMag; float difensed = attackBase / (this.Difense * 0.75f); int damage = Mathf.CeilToInt(difensed * posMagnif); Percent += damage; DamageToaster.Instance.ShowDamage(damage, pos); }