//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)); } }
// 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); //} }
/// <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); }
/// <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); }