SoldierBuff.cs 5.1 KB

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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. public class SoldierBuff : MonoBehaviour
  5. {
  6. private Demonic dem;
  7. public AttackController ac;
  8. private AttributeStatus ats;
  9. private int initTotalHp;
  10. private int initHp;
  11. private List<AttackInfo> initAttackSummonInfo = new();
  12. private List<AttackInfo> initAttackMarchInfo = new();
  13. private int initArmor;
  14. private void Awake()
  15. {
  16. dem = GetComponent<Demonic>();
  17. ats = dem.attributeStatus;
  18. initTotalHp = dem.totalHp;
  19. initHp = dem.hp;
  20. for(int i = 0; i < ac.attackMethod_summon.Length; i++)
  21. {
  22. AttackInfo attackInfo = new AttackInfo();
  23. ac.attackMethod_summon[i].attackInfo.CopyTo(attackInfo);
  24. initAttackSummonInfo.Add(attackInfo);
  25. }
  26. for(int i = 0; i < ac.attackMethod_march.Length; i++)
  27. {
  28. AttackInfo attackInfo = new AttackInfo();
  29. ac.attackMethod_march[i].attackInfo.CopyTo(attackInfo);
  30. initAttackMarchInfo.Add(attackInfo);
  31. }
  32. initArmor = ats.resistances.armor;
  33. }
  34. public void AddHP(int hp)
  35. {
  36. dem.totalHp = initTotalHp + hp;
  37. dem.hp = initHp + hp;
  38. dem.uiHp.Show(dem.hp, dem.totalHp);
  39. }
  40. public void AddSummonAttack(int attack)
  41. {
  42. for(int i = 0;i < ac.attackMethod_summon.Length; i++)
  43. {
  44. ac.attackMethod_summon[i].attackInfo.damage = initAttackSummonInfo[i].damage + attack;
  45. }
  46. }
  47. public void AddMarchAttack(int attack)
  48. {
  49. for (int i = 0; i < ac.attackMethod_march.Length; i++)
  50. {
  51. ac.attackMethod_march[i].attackInfo.damage = initAttackMarchInfo[i].damage + attack;
  52. }
  53. }
  54. public void AddArmor(int armor)
  55. {
  56. ats.resistances.armor = initArmor + armor;
  57. }
  58. public void AddShootDownDamage(float rate)
  59. {
  60. for (int i = 0; i < ac.attackMethod_summon.Length; i++)
  61. {
  62. AttackInfo ai = ac.attackMethod_summon[i].attackInfo;
  63. List<AttackEffect> aes = ai.attackEffect;
  64. foreach (AttackEffect ae in aes)
  65. {
  66. if (ae == AttackEffect.ShotDown)
  67. {
  68. AttackInfo.ShotDown sd = ai.shotDown;
  69. sd.landingDamageRate = initAttackSummonInfo[i].shotDown.landingDamageRate + rate;
  70. ai.shotDown = sd;
  71. break;
  72. }
  73. }
  74. ac.attackMethod_summon[i].attackInfo = ai;
  75. }
  76. for (int i = 0; i < ac.attackMethod_march.Length; i++)
  77. {
  78. AttackInfo ai = ac.attackMethod_march[i].attackInfo;
  79. List<AttackEffect> aes = ai.attackEffect;
  80. foreach (AttackEffect ae in aes)
  81. {
  82. if (ae == AttackEffect.ShotDown)
  83. {
  84. AttackInfo.ShotDown sd = ai.shotDown;
  85. sd.landingDamageRate = initAttackMarchInfo[i].shotDown.landingDamageRate + rate;
  86. ai.shotDown = sd;
  87. break;
  88. }
  89. }
  90. ac.attackMethod_march[i].attackInfo = ai;
  91. }
  92. }
  93. public void AddBlowUpDamageRate(float rate)
  94. {
  95. for (int i = 0; i < ac.attackMethod_summon.Length; i++)
  96. {
  97. AttackInfo ai = ac.attackMethod_summon[i].attackInfo;
  98. List<AttackEffect> aes = ai.attackEffect;
  99. foreach (AttackEffect ae in aes)
  100. {
  101. switch (ae)
  102. {
  103. case AttackEffect.BlowUp:
  104. AttackInfo.BlowUp blowUp = ai.blowUp;
  105. blowUp.landingDamageRate = initAttackSummonInfo[i].blowUp.landingDamageRate + rate;
  106. ai.blowUp = blowUp;
  107. break;
  108. case AttackEffect.ShotDown:
  109. AttackInfo.ShotDown shotDown = ai.shotDown;
  110. shotDown.landingDamageRate = initAttackSummonInfo[i].shotDown.landingDamageRate + rate;
  111. ai.shotDown = shotDown;
  112. break;
  113. }
  114. }
  115. ac.attackMethod_summon[i].attackInfo = ai;
  116. }
  117. for (int i = 0; i < ac.attackMethod_march.Length; i++)
  118. {
  119. AttackInfo ai = ac.attackMethod_march[i].attackInfo;
  120. List<AttackEffect> aes = ai.attackEffect;
  121. foreach (AttackEffect ae in aes)
  122. {
  123. switch (ae)
  124. {
  125. case AttackEffect.BlowUp:
  126. AttackInfo.BlowUp blowUp = ai.blowUp;
  127. blowUp.landingDamageRate = initAttackSummonInfo[i].blowUp.landingDamageRate + rate;
  128. ai.blowUp = blowUp;
  129. break;
  130. case AttackEffect.ShotDown:
  131. AttackInfo.ShotDown shotDown = ai.shotDown;
  132. shotDown.landingDamageRate = initAttackSummonInfo[i].shotDown.landingDamageRate + rate;
  133. ai.shotDown = shotDown;
  134. break;
  135. }
  136. }
  137. ac.attackMethod_march[i].attackInfo = ai;
  138. }
  139. }
  140. }