public bool StatePossibility(SkillFunction HS, BattleRoleData source, BattleRoleData target) { if (AllRandomSetClass.PercentIdentify(StatePossibilityBuff)) { if (HS.ThisSkillAim == SkillAim.Self) { Success = true; return(Success); } if (HS.ThisSkillAim == SkillAim.Friend) { Success = true; return(Success); } } float rate = AllRandomSetClass.SimplePercentToDecimal (StatePossibilityBuff - target.ThisBasicRoleProperty().ReadRA(stateTag)); rate = Mathf.Clamp(rate, 0.05f, 0.95f); if (UnityEngine.Random.Range(0, 1f) < rate) { Success = true; return(Success); } Success = false; return(Success); }
public bool StatePossibility(BattleRoleData target) { if (AimAtSelf) { Success = AllRandomSetClass.PercentIdentify(StatePossibilityBuff); return(Success); } float rate = AllRandomSetClass.SimplePercentToDecimal (StatePossibilityBuff - target.ThisBasicRoleProperty().ReadRA(stateTag)); rate = Mathf.Clamp(rate, 0.05f, 0.95f); if (UnityEngine.Random.Range(0, 1f) < rate) { Success = true; } return(Success); }
public bool FaultHappen;//失误-判定成功 public void CheckThisSkillCauseFault() { int faultrate = 5; FaultHappen = AllRandomSetClass.PercentIdentify(faultrate); }