| | |
| | | /// </summary> |
| | | public float attackRise { get; set; } |
| | | |
| | | /// <summary> |
| | | /// 处理代理收到的伤害,这里需要判断代理的类型分别去处理 |
| | | /// </summary> |
| | | /// <param name="enemy"></param> |
| | | public void DealDamage(Targetable enemy) |
| | | { |
| | | switch ((enemy as Agent).AgentType) |
| | | { |
| | | case SpawnAgentType.Normal: |
| | | HandleNormal(enemy); |
| | | break; |
| | | case SpawnAgentType.BubbleBomb: |
| | | HandleBubbleBomb(enemy); |
| | | break; |
| | | case SpawnAgentType.WoodPile: |
| | | break; |
| | | } |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 处理泡泡炸弹收到的伤害 |
| | | /// </summary> |
| | | /// <param name="enemy"></param> |
| | | private void HandleBubbleBomb(Targetable enemy) |
| | | { |
| | | // 泡泡炸弹伤害是以次数计算的 |
| | | EventCenter.Ins.BroadCast((int)KTGMGemClient.EventType.EndlessBossSkillBubbleBombGetHit, (enemy as BubbleBombAgent).Id); |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 处理普通小怪和boss收到的伤害 |
| | | /// </summary> |
| | | /// <param name="enemy"></param> |
| | | private void HandleNormal(Targetable enemy) |
| | | { |
| | | float finalDamage = damager.finalDamage; |
| | | bool crit = damager.isCrit; |
| | | if (crit) |