public virtual void GetDamage(int damage) { float damageBase = 1f; foreach (Buff buff in buffManager.Buffs) { if (buff.name.Equals("脆弱")) { damageBase += 0.2f; } } int tmp = hpCurrent; tmp -= (int)(damage * damageBase); hpCurrent = tmp < 0 ? 0 : tmp; buffManager.BuffProcess(BuffType.GetHurt, this); }