@@ -219,6 +219,10 @@ public class Character : MonoBehaviour
{
regenerationTime = 0;
hp = Mathf.Clamp(hp + regeneration, 0, totalHp);
+ if (uiHp)
+ {
+ uiHp.Show(hp, totalHp);
+ }
}
if (pastWordTime > 0)
@@ -374,18 +374,22 @@ public class GameManager : MonoBehaviour
break;
case "回血":
regeneration += (int)data;
+ player.regeneration += (int)data;
case "吸血":
lifesteal += (int)data;
case "护甲":
armor += (int)data;
+ player.attributeStatus.resistances.armor += (int)data;
case "闪避":
dodge += (int)data;
+ player.attributeStatus.resistances.dodge += (int)data;
case "血量上限":
totalHp += (int)data;
+ player.totalHp += (int)data;
case "金币获得增加":
increasedGoldGain += (int)data;