/// <summary> /// ターゲットへのダメージを計算する /// </summary> /// <param name="target">ターゲット</param> /// <param name="power">スキルのパワー</param> /// <param name="buff">妖精の力</param> private void Target_Damage(GameObject target, float power, float buff) { JobBase jb = target.GetComponent <JobBase>(); int damage = Math.Max((int)((_attack + power) * buff) - jb._defence, 0); if (jb.CheckFlag(ConditionStatus.ALL_DAMAGE_DOWN_20)) { damage = damage * 80 / 100; } else if (jb.CheckFlag(ConditionStatus.ALL_DAMAGE_DOWN)) { damage = damage * 90 / 100; } jb.Set_HP(damage); target.GetComponentInChildren <Animator>().SetTrigger("Damage"); Vector3 pos = target.transform.position; pos.y += target.GetComponent <CapsuleCollider>().height; GameObject effectObj = Instantiate(Resources.Load("Prefabs/Magic/Hit_Effect"), pos, Quaternion.identity) as GameObject; }