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修改地面士兵buff为血量,修复天空士兵行军式攻击力没有增加的bug

HY-LSZNWIN10\Administrator преди 1 месец
родител
ревизия
b8187fc451
променени са 2 файла, в които са добавени 6 реда и са изтрити 4 реда
  1. 5 3
      ActionTowerDefense/Assets/Scripts/Characters/PlayerController.cs
  2. 1 1
      ActionTowerDefense/Assets/Scripts/GameManager.cs

+ 5 - 3
ActionTowerDefense/Assets/Scripts/Characters/PlayerController.cs

@@ -1625,15 +1625,17 @@ public class PlayerController : MoveCharacter
             }
             for (int i = 0; i < attackController.attackMethod_march.Length; i++)
             {
-                AttackInfo attackInfo = attackController.attackMethod_summon[i].attackInfo;
+                AttackInfo attackInfo = attackController.attackMethod_march[i].attackInfo;
                 attackInfo.damage += (int)(demonicDic[0].Count * GameManager.instance.attackRate);
             }        
         }
         else if (GameManager.instance.isGroundEnable && !demonic.canFly)
         {
             int num = demonicDic[1].Count + demonicDic[2].Count;
-            demonic.attributeStatus.resistances.armor += (int)(num * GameManager.instance.armorRate);
-            Debug.Log("地面兵的数量是:" + num + ",增加的防御为" + (int)(num * GameManager.instance.armorRate));
+            demonic.totalHp += (int)(num * GameManager.instance.hpRate);
+            demonic.hp = demonic.totalHp;
+            demonic.uiHp.Show(demonic.hp, demonic.totalHp);
+            Debug.Log("地面兵的数量是:" + num + ",增加的血量为" + (int)(num * GameManager.instance.hpRate));
         }
         demonic.attributeStatus.resistances.armor = gameManager.armor;
         demonic.attributeStatus.resistances.dodge = gameManager.dodge;

+ 1 - 1
ActionTowerDefense/Assets/Scripts/GameManager.cs

@@ -111,7 +111,7 @@ public class GameManager : MonoBehaviour
 
 
     [FoldoutGroup("标签/地")] [LabelText("是否启用")] public bool isGroundEnable = false;
-    [FoldoutGroup("标签/地")] [LabelText("每个兵提供的防御buff比率")] public float armorRate = 0.01f;
+    [FoldoutGroup("标签/地")] [LabelText("每个兵提供的防御buff比率")] public float hpRate = 0.01f;
     //[FoldoutGroup("标签/地")] [LabelText("触发概率")] [PropertyRange(0, 100)] public int groundProbability = 100;
     //[FoldoutGroup("标签/地")] [LabelText("复活时间")] [PropertyRange(0, 100)] public float resurrectionTime = 3;
     //[FoldoutGroup("标签/地")] [LabelText("魂骸血量")] [PropertyRange(0, 100)] public int deadHp = 20;