2024-07-19 18:06:16 +08:00
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using Gameplay.Skill;
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using UnityEngine;
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namespace Gameplay.Buff
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{
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public class BuffBulletDamage11 : BaseBuff
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{
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protected override void _OnTrigger()
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{
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base._OnTrigger();
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// [基础值,攻击力系数,每击杀一个单位CD降低多少百分比]
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var fixValue = _TryGetIntParam(0);
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var attackPercent = _TryGetFloatParam(1);
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var cdReducePercent = _TryGetFloatParam(2);
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var damageValue = Mathf.RoundToInt(fixValue + creator.fightData.attack * attackPercent);
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2025-03-14 12:34:39 +08:00
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owner.TakeNormalDamage(configData.AttackPowerLevel,damageValue, creator, false);
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2024-07-19 18:06:16 +08:00
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if (owner.aliveData.currentHp <= 0)
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{
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var skillManager = SkillManager.instance.GetUnitSkillManager(creator);
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if (skillManager != null)
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{
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skillManager.ReduceSkillCdPercent(cdReducePercent);
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}
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}
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}
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}
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}
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