public override void GetHurt(int hurt_Physic, int hurt_Magic, Role_Main role) // 技能被动说明:普攻伤害 { if (!IsDeath) { this.RoleAtk = role; Hp = Hp - hurt_Physic + hurt_Physic * DefensePhysical / (DefensePhysical + 100) - hurt_Magic + hurt_Magic * DefenseMagic / (DefenseMagic + 100); if (Hp <= 0) { Hp = 0; GetComponent <HpShow> ().HpSilider.value = 0f; role.soliderKillCount++; role.ReceiveExpAndGold(worthExp, worthMoney); Collider[] cols = Physics.OverlapSphere(transform.position, expRadius, EnemyLayer); //给周围的英雄加金币 if (cols.Length > 0) { for (int i = 0; i < cols.Length; i++) { if (cols [i].gameObject.layer == EnemyLayerNum && cols[i].GetComponent <Role_Main>() != null) { cols [i].GetComponent <Role_Main> ().ReceiveExpAndGold(worthExp, 0); } } } transform.GetComponent <CharacterController> ().enabled = false; Destroy(this.gameObject, 0.2f); } } }
public override void GetHurt(int hurt_Physic, int hurt_Magic, Role_Main role) // 技能被动说明:普攻伤害 { Hp = Hp - hurt_Physic + hurt_Physic * DefensePhysical / (DefensePhysical + 100) - hurt_Magic + hurt_Magic * DefenseMagic / (DefenseMagic + 100); if (Hp <= 0) { Debug.Log("你补到一个小兵啦"); Hp = 0; GetComponent <HpShow> ().HpSilider.value = 0f; Destroy(this.gameObject, 1f); role.soliderKillCount++; role.ReceiveExpAndGold(worthExp, worthMoney); } }
public override void GetHurt(int hurt_Physic, int hurt_Magic, Role_Main roleMain) { if (IsDeath == false) { Hp = Hp - hurt_Physic + hurt_Physic * DefensePhysical / (DefensePhysical + 100) - hurt_Magic + hurt_Magic * DefenseMagic / (DefenseMagic + 100); if (Hp <= 0) { roleMain.ReceiveExpAndGold(worthExp, worthMoney); IsDeath = true; colRole.enabled = false; Destroy(transform.Find("Tower_base/Tower_Long").gameObject, 1f); } } }
public override void GetHurt(int hurt_Physic, int hurt_Magic, Role_Main roleMain) { if (IsDeath == false) { Hp = Hp - hurt_Physic + hurt_Physic * DefensePhysical / (DefensePhysical + 100) - hurt_Magic + hurt_Magic * DefenseMagic / (DefenseMagic + 100); if (Hp <= 0) { roleMain.ReceiveExpAndGold(worthExp, worthMoney); IsDeath = true; ani.SetTrigger("CanDeath"); colRole.enabled = false; } } }