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@@ -11,7 +11,7 @@ public enum SpecialState
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FloatState = 0,
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ShotDown = 1,
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BlownUp = 2,
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- Stun = 3,
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+ Weak = 3,
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}
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public class AttributeStatus : MonoBehaviour
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@@ -38,7 +38,7 @@ public class AttributeStatus : MonoBehaviour
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[Range(0, 1)][LabelText("击落抗性")]
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public float ShotDown;
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[Range(0, 1)][LabelText("击晕抗性")]
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- public float Stun;
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+ public float Weak;
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[Space]
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//非控制效果抗性
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@@ -236,7 +236,7 @@ public class AttributeStatus : MonoBehaviour
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}
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break;
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//眩晕
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- case SpecialState.Stun:
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+ case SpecialState.Weak:
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if (attributeTime <= 0)
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{
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curSpecialStates = SpecialState.Null;
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@@ -341,15 +341,15 @@ public class AttributeStatus : MonoBehaviour
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}
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//受到击晕
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- public void AddStun(AttackInfo.Stun stun)
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+ public void AddWeak(AttackInfo.Weak weak)
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{
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- if (PriorityOrder(SpecialState.Stun))
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+ if (PriorityOrder(SpecialState.Weak))
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{
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return;
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}
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- attributeTime = stun.time * (1 - resistances.Stun);
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- curSpecialStates = SpecialState.Stun;
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- character.ChangeState(CharacterState.SpecialStatus_Stun);
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+ attributeTime = weak.time * (1 - resistances.Weak);
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+ curSpecialStates = SpecialState.Weak;
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+ character.ChangeState(CharacterState.SpecialStatus_Weak);
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}
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//受到穿甲
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