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@@ -63,7 +63,7 @@ public class SoldierBuff : MonoBehaviour
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ats.resistances.armor = initArmor + armor;
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ats.resistances.armor = initArmor + armor;
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}
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}
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- public void AddShootDownDamage(int damage)
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+ public void AddShootDownDamage(float rate)
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{
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{
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for (int i = 0; i < ac.attackMethod_summon.Length; i++)
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for (int i = 0; i < ac.attackMethod_summon.Length; i++)
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{
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{
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@@ -74,7 +74,7 @@ public class SoldierBuff : MonoBehaviour
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if (ae == AttackEffect.ShotDown)
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if (ae == AttackEffect.ShotDown)
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{
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{
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AttackInfo.ShotDown sd = ai.shotDown;
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AttackInfo.ShotDown sd = ai.shotDown;
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- sd.landingDamage = initAttackSummonInfo[i].shotDown.landingDamage + damage;
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+ sd.landingDamageRate = initAttackSummonInfo[i].shotDown.landingDamageRate + rate;
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ai.shotDown = sd;
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ai.shotDown = sd;
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break;
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break;
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}
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}
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@@ -90,7 +90,7 @@ public class SoldierBuff : MonoBehaviour
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if (ae == AttackEffect.ShotDown)
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if (ae == AttackEffect.ShotDown)
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{
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{
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AttackInfo.ShotDown sd = ai.shotDown;
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AttackInfo.ShotDown sd = ai.shotDown;
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- sd.landingDamage = initAttackMarchInfo[i].shotDown.landingDamage + damage;
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+ sd.landingDamageRate = initAttackMarchInfo[i].shotDown.landingDamageRate + rate;
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ai.shotDown = sd;
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ai.shotDown = sd;
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break;
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break;
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}
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}
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@@ -107,12 +107,18 @@ public class SoldierBuff : MonoBehaviour
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List<AttackEffect> aes = ai.attackEffect;
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List<AttackEffect> aes = ai.attackEffect;
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foreach (AttackEffect ae in aes)
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foreach (AttackEffect ae in aes)
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{
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{
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- if (ae == AttackEffect.BlowUp)
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+ switch (ae)
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{
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{
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- AttackInfo.BlowUp blowUp = ai.blowUp;
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- blowUp.landingDamageRate = initAttackSummonInfo[i].blowUp.landingDamageRate + rate;
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- ai.blowUp = blowUp;
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- break;
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+ case AttackEffect.BlowUp:
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+ AttackInfo.BlowUp blowUp = ai.blowUp;
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+ blowUp.landingDamageRate = initAttackSummonInfo[i].blowUp.landingDamageRate + rate;
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+ ai.blowUp = blowUp;
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+ break;
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+ case AttackEffect.ShotDown:
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+ AttackInfo.ShotDown shotDown = ai.shotDown;
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+ shotDown.landingDamageRate = initAttackSummonInfo[i].shotDown.landingDamageRate + rate;
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+ ai.shotDown = shotDown;
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+ break;
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}
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}
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}
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}
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ac.attackMethod_summon[i].attackInfo = ai;
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ac.attackMethod_summon[i].attackInfo = ai;
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@@ -123,12 +129,18 @@ public class SoldierBuff : MonoBehaviour
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List<AttackEffect> aes = ai.attackEffect;
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List<AttackEffect> aes = ai.attackEffect;
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foreach (AttackEffect ae in aes)
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foreach (AttackEffect ae in aes)
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{
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{
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- if (ae == AttackEffect.BlowUp)
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+ switch (ae)
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{
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{
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- AttackInfo.BlowUp blowUp = ai.blowUp;
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- blowUp.landingDamageRate = initAttackMarchInfo[i].blowUp.landingDamageRate + rate;
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- ai.blowUp = blowUp;
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- break;
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+ case AttackEffect.BlowUp:
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+ AttackInfo.BlowUp blowUp = ai.blowUp;
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+ blowUp.landingDamageRate = initAttackSummonInfo[i].blowUp.landingDamageRate + rate;
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+ ai.blowUp = blowUp;
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+ break;
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+ case AttackEffect.ShotDown:
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+ AttackInfo.ShotDown shotDown = ai.shotDown;
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+ shotDown.landingDamageRate = initAttackSummonInfo[i].shotDown.landingDamageRate + rate;
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+ ai.shotDown = shotDown;
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+ break;
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}
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}
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}
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}
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ac.attackMethod_march[i].attackInfo = ai;
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ac.attackMethod_march[i].attackInfo = ai;
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