using UnityEngine;
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namespace Core.Health
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{
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/// <summary>
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/// Health change info - stores information about the health change
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/// </summary>
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public struct HealthChangeInfo
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{
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public Damageable damageable;
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public float oldHealth;
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public float newHealth;
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/// <summary>
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/// 是否存在魔法护盾
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/// </summary>
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public bool IsExistShieldWall { get; set; }
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/// <summary>
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/// 魔法护盾最大生命值
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/// </summary>
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public float ShieldWallMaxHealth;
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/// <summary>
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/// 魔法护盾当前生命值
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/// </summary>
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public float ShieldWallCurrentHealth;
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/// <summary>
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/// 上一次的魔法护盾生命值
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/// </summary>
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public float ShieldWallOldHealth;
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/// <summary>
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/// 用于标注是由哪个种类的Tower造成的伤害.
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/// </summary>
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public int attributeId;
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public IAlignmentProvider damageAlignment;
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public float healthDifference
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{
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get { return newHealth - oldHealth; }
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}
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public float absHealthDifference
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{
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get { return Mathf.Abs(healthDifference); }
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}
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public float ShieldWallHealthDifference
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{
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get { return ShieldWallCurrentHealth - ShieldWallOldHealth; }
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}
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public float AbsShieldWallHealthDifference
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{
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get { return Mathf.Abs(ShieldWallHealthDifference); }
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}
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}
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}
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