/// <summary> /// 增加攻击力不设上线 /// </summary> public virtual int AddAttack(int num) { this.attack += num; AttackChangeAction.GetAction(this.ID, num); return(num); }
/// <summary> /// 减少攻击力最低为0 /// </summary> public virtual int DeductAttack(int num) { int temp = this.attack; this.attack = Mathf.Max(0, this.attack - num); temp -= this.attack; AttackChangeAction.GetAction(this.ID, temp); return(temp); }
public IEnumerator AttackChange(BaseAction action) { AttackChangeAction attackChangeAction = action as AttackChangeAction; CardFighterUI cardUI = GetCardUI(action.targetID); if (cardUI != null) { cardUI.AttackChange(attackChangeAction.num); } yield return(new WaitForSeconds(BattleTime.ATTACK_CHANGE_TIME)); }