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@@ -238,9 +238,14 @@ public class MoveCharacter : Character
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return;
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}
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screenReflectPresets.ScreenReflect(hitFeedbackSystem, attackInfo.attackValue - hitResistance);
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+ int damageData;
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if(damage == -1)
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{
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- damage = attackInfo.damage;
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+ damageData = attackInfo.damage;
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+ }
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+ else
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+ {
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+ damageData = damage;
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}
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int armorRate = attributeStatus.resistances.armor;
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if (attackInfo.attackEffect != null && attackInfo.attackEffect.Length > 0)
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@@ -263,10 +268,10 @@ public class MoveCharacter : Character
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}
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//计算护甲减免
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- damage = (int)(damage * (100f / (100 + armorRate)) + 0.5f);
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+ damageData = (int)(damageData * (100f / (100 + armorRate)) + 0.5f);
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//计算易伤
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- damage = attributeStatus.DamageCalculation(damage);
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+ damageData = attributeStatus.DamageCalculation(damageData);
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//伤害减免,先注释,用到的时候再改
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//if (isDamageReduction)
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@@ -303,7 +308,7 @@ public class MoveCharacter : Character
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}
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TextMeshProUGUI text = injuryNum.GetComponentInChildren<TextMeshProUGUI>();
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- text.text = damage.ToString();
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+ text.text = damageData.ToString();
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}
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uiHp.Show(hp, totalHp);
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@@ -316,7 +321,11 @@ public class MoveCharacter : Character
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}
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//顿帧
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- hitFeedbackSystem.FreezeFrame(attackInfo, attackFrom);
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+ if(damage == -1)
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+ {
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+ hitFeedbackSystem.FreezeFrame(attackInfo, attackFrom);
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+ }
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+
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}
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//受到持续伤害
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