//被攻击逻辑 void OnTriggerEnter(Collider other) { if (other.gameObject.tag == "Weapon") { Debug.Log("被攻击"); switch (AttackController.Instance().atkState) { case AttackController.AttackState.FIRST: BeDamage(PlayerStatusInfo.Instance().attack *AttackController.firstAtkPowerPercent); break; case AttackController.AttackState.SECOND: BeDamage(PlayerStatusInfo.Instance().attack *AttackController.secondAtkPowerPercent); break; case AttackController.AttackState.THIRD1: BeDamage(PlayerStatusInfo.Instance().attack *AttackController.thirdAtkPower1Percent); break; case AttackController.AttackState.THIRD2: BeDamage(PlayerStatusInfo.Instance().attack *AttackController.thirdAtkPower2Percent); break; case AttackController.AttackState.THIRD3: BeDamage(PlayerStatusInfo.Instance().attack *AttackController.thirdAtkPower3Percent); break; case AttackController.AttackState.THIRD4: BeDamage(PlayerStatusInfo.Instance().attack *AttackController.thirdAtkPower4Percent); break; } } }