// Update is called once per frame public override void Update() { if (H_isPaused) { return; } base.Update(); if (H_host != null) { H_host.LoseHP(_damageRate * Time.deltaTime); } }
public override void Init(bool hasTimer, BattleObject host, AttackObject atk) { base.Init(hasTimer, host, atk); float totalDamage = (atk.P_attackValue - (host.P_totalDefense)) * host.P_poisonResistance * atk.P_statusMultiplier; if (atk.P_statusTimer < Utils.eps) { H_host.LoseHP(totalDamage); } else { _damageRate = totalDamage / atk.P_statusTimer; } }