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@@ -38,8 +38,7 @@ public class MoveCharacter : Character
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[Header("属性")]
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public float moveSpeed = 5;
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- [FoldoutGroup("飞行兵落地后回升")][LabelText("是否需要判定回升")]
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- public bool needToAdjustFlyHeight;
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+ [FoldoutGroup("飞行兵落地后回升")][LabelText("是否需要判定回升")] public bool needToAdjustFlyHeight;
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[FoldoutGroup("飞行兵落地后回升", order:-1)][DisplayOnly] public float flyHeight;
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[FoldoutGroup("飞行兵落地后回升")][LabelText("最大高度")] public float maxFlyHeight;
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[FoldoutGroup("飞行兵落地后回升")][LabelText("最低高度")] public float minFlyHeight;
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@@ -279,15 +278,15 @@ public class MoveCharacter : Character
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}
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}
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- //计算护甲减免
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- damageData = (int)(damageData * (100f / (100 + armorRate)) + 0.5f);
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-
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//计算累伤
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if (haveStackingWords)
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{
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- damageData = (int)(damageData + attributeStatus.stackingWordsNum * attackInfo.stackingWounds.damage + 0.5f);
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+ damageData = (int)(damageData + (attributeStatus.stackingWordsNum - 1) * attackInfo.stackingWounds.damage + 0.5f);
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}
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+ //计算护甲减免
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+ damageData = (int)(damageData * (100f / (100 + armorRate)) + 0.5f);
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+
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//计算易伤
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damageData = (int)(damageData * (1 + attackInfo.vulnerable.rate) + 0.5f);
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@@ -300,7 +299,14 @@ public class MoveCharacter : Character
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hp -= damageData;
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//敌方士兵受起手式伤害/我方士兵受伤 闪白
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- beHitTrigger.JudgeTurnWhite(attackInfo.isDemSummon, this);
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+ if(attackFrom.CompareTag("Demonic") && attackInfo.attackMethod_Type == AttackMethod_Type.Attack_Summon)
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+ {
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+ beHitTrigger.JudgeTurnWhite(true, this);
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+ }
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+ else
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+ {
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+ beHitTrigger.JudgeTurnWhite(false, this);
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+ }
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//击中特效(如果有的话)
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if (attackInfo.effect)
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