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- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- public class SoldierBuff : MonoBehaviour
- {
- private Demonic dem;
- public AttackController ac;
- private AttributeStatus ats;
- private int initTotalHp;
- private int initHp;
- private List<AttackInfo> initAttackSummonInfo = new();
- private List<AttackInfo> initAttackMarchInfo = new();
- private int initArmor;
- private void Awake()
- {
- dem = GetComponent<Demonic>();
- ats = dem.attributeStatus;
- initTotalHp = dem.totalHp;
- initHp = dem.hp;
- for(int i = 0; i < ac.attackMethod_summon.Length; i++)
- {
- AttackInfo attackInfo = new AttackInfo();
- ac.attackMethod_summon[i].attackInfo.CopyTo(attackInfo);
- initAttackSummonInfo.Add(attackInfo);
- }
- for(int i = 0; i < ac.attackMethod_march.Length; i++)
- {
- AttackInfo attackInfo = new AttackInfo();
- ac.attackMethod_march[i].attackInfo.CopyTo(attackInfo);
- initAttackMarchInfo.Add(attackInfo);
- }
- initArmor = ats.resistances.armor;
- }
- public void AddHP(int hp)
- {
- dem.totalHp = initTotalHp + hp;
- dem.hp = initHp + hp;
- dem.uiHp.Show(dem.hp, dem.totalHp);
- }
- public void AddSummonAttack(int attack)
- {
- for(int i = 0;i < ac.attackMethod_summon.Length; i++)
- {
- ac.attackMethod_summon[i].attackInfo.damage = initAttackSummonInfo[i].damage + attack;
- }
- }
- public void AddMarchAttack(int attack)
- {
- for (int i = 0; i < ac.attackMethod_march.Length; i++)
- {
- ac.attackMethod_march[i].attackInfo.damage = initAttackMarchInfo[i].damage + attack;
- }
- }
- public void AddArmor(int armor)
- {
- ats.resistances.armor = initArmor + armor;
- }
- public void AddShootDownDamage(float rate)
- {
- for (int i = 0; i < ac.attackMethod_summon.Length; i++)
- {
- AttackInfo ai = ac.attackMethod_summon[i].attackInfo;
- List<AttackEffect> aes = ai.attackEffect;
- foreach (AttackEffect ae in aes)
- {
- if (ae == AttackEffect.ShotDown)
- {
- AttackInfo.ShotDown sd = ai.shotDown;
- sd.landingDamageRate = initAttackSummonInfo[i].shotDown.landingDamageRate + rate;
- ai.shotDown = sd;
- break;
- }
- }
- ac.attackMethod_summon[i].attackInfo = ai;
- }
- for (int i = 0; i < ac.attackMethod_march.Length; i++)
- {
- AttackInfo ai = ac.attackMethod_march[i].attackInfo;
- List<AttackEffect> aes = ai.attackEffect;
- foreach (AttackEffect ae in aes)
- {
- if (ae == AttackEffect.ShotDown)
- {
- AttackInfo.ShotDown sd = ai.shotDown;
- sd.landingDamageRate = initAttackMarchInfo[i].shotDown.landingDamageRate + rate;
- ai.shotDown = sd;
- break;
- }
- }
- ac.attackMethod_march[i].attackInfo = ai;
- }
- }
- public void AddBlowUpDamageRate(float rate)
- {
- for (int i = 0; i < ac.attackMethod_summon.Length; i++)
- {
- AttackInfo ai = ac.attackMethod_summon[i].attackInfo;
- List<AttackEffect> aes = ai.attackEffect;
- foreach (AttackEffect ae in aes)
- {
- switch (ae)
- {
- case AttackEffect.BlowUp:
- AttackInfo.BlowUp blowUp = ai.blowUp;
- blowUp.landingDamageRate = initAttackSummonInfo[i].blowUp.landingDamageRate + rate;
- ai.blowUp = blowUp;
- break;
- case AttackEffect.ShotDown:
- AttackInfo.ShotDown shotDown = ai.shotDown;
- shotDown.landingDamageRate = initAttackSummonInfo[i].shotDown.landingDamageRate + rate;
- ai.shotDown = shotDown;
- break;
- }
- }
- ac.attackMethod_summon[i].attackInfo = ai;
- }
- for (int i = 0; i < ac.attackMethod_march.Length; i++)
- {
- AttackInfo ai = ac.attackMethod_march[i].attackInfo;
- List<AttackEffect> aes = ai.attackEffect;
- foreach (AttackEffect ae in aes)
- {
- switch (ae)
- {
- case AttackEffect.BlowUp:
- AttackInfo.BlowUp blowUp = ai.blowUp;
- blowUp.landingDamageRate = initAttackSummonInfo[i].blowUp.landingDamageRate + rate;
- ai.blowUp = blowUp;
- break;
- case AttackEffect.ShotDown:
- AttackInfo.ShotDown shotDown = ai.shotDown;
- shotDown.landingDamageRate = initAttackSummonInfo[i].shotDown.landingDamageRate + rate;
- ai.shotDown = shotDown;
- break;
- }
- }
- ac.attackMethod_march[i].attackInfo = ai;
- }
- }
- }
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