//public override void Death(BattleStatusControllerBase deadUnit)
    //{
    //    base.Death(deadUnit);
    //    if (m_questTarget)
    //    {
    //        SceneController.m_Instance.AddQuestCount();
    //    }
    //}

    // アニメイベント
    public override void Hit(BattleStatusControllerBase target = null)
    {
        BattlePlayerController thisTarget = FindObjectOfType <BattlePlayerController>();

        base.Hit(thisTarget);
        //Instantiate(m_CurrentSkill.m_HitEffectPrefab, target.transform.position, target.transform.rotation);
        //Attack(target, m_CurrentSkill.GetPowerRate(this));
    }
 public virtual void Hit(BattleStatusControllerBase target = null)// Attackアニメイベント
 {
     if (target)
     {
         Instantiate(m_CurrentSkill.m_HitEffectPrefab, target.m_hitParticlePosition.position, m_CurrentSkill.m_HitEffectPrefab.transform.rotation);
         Attack(target, m_CurrentSkill.GetPowerRate(this));
     }
 }
Exemplo n.º 3
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    // アニメイベント
    public override void Hit(BattleStatusControllerBase target = null)
    {
        BattleStatusControllerBase thisTarget = FindObjectOfType <BattleEnemyController>();

        base.Hit(thisTarget);
        //Instantiate(m_CurrentSkill.m_HitEffectPrefab, target.transform.position, target.transform.rotation);
        //Attack(target, m_CurrentSkill.GetPowerRate(this));

        //if (m_CurrentSkill.m_FireEffect)
        //{
        //    m_fireSwordParticle.gameObject.SetActive(false);
        //}
    }
Exemplo n.º 4
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 /// <summary>
 /// ステータスアイコンのセットアップ
 /// </summary>
 /// <param name="name"></param>
 /// <param name="maxHP"></param>
 /// <param name="currentHP"></param>
 /// <param name="maxSP"></param>
 /// <param name="currentSP"></param>
 public void SetupStatus(BattleStatusControllerBase status)
 {
     UpdateHPBar(status.m_MaxHP, status.m_CurrentHP);
     UpdateSPBar(status.m_MaxSP, status.m_CurrentSP);
 }
Exemplo n.º 5
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 /// <summary>
 /// 威力の倍率を返す
 /// </summary>
 /// <param name="status"></param>
 /// <returns></returns>
 public virtual float GetPowerRate(BattleStatusControllerBase status)
 {
     return(m_powerRate);
 }
 public override float GetPowerRate(BattleStatusControllerBase status)
 {
     return((float)status.m_MaxHP / (float)status.m_CurrentHP);
 }
 /// <summary>
 /// ダメージを与える
 /// </summary>
 /// <param name="target"></param>
 public void Attack(BattleStatusControllerBase target, float powerRate)
 {
     target.Damage(m_power * powerRate);
 }