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