using Gameplay.Skill; using UnityEngine; namespace Gameplay.Buff { public class BuffBulletDamage3 : BaseDamageBuff { protected override void _OnTrigger() { base._OnTrigger(); var sender = creator; var senderAttack = sender.fightData.attack; var floatValueA = _TryGetFloatParam(0); var floatValueB = _TryGetFloatParam(1); var finalDamage = floatValueA + senderAttack * floatValueB; var scaleValue1 = _TryGetFloatParam(2); var scaleValue2 = _TryGetFloatParam(3); var scaleValue3 = _TryGetFloatParam(4); finalDamage *= _GetScaleForUnitType(scaleValue1, scaleValue2, scaleValue3); if (_CheckIsFirstTime()) { // 第一次攻击 var scaleValueForFirstTime = _TryGetFloatParam(5); finalDamage *= scaleValueForFirstTime; AddHitUnitId(); } // 造成伤害 owner.TakeNormalDamage(configData.AttackPowerLevel,Mathf.CeilToInt(finalDamage), sender, false); } private bool _CheckIsFirstTime() { var skill = SkillManager.instance.GetUnitSkillManager(creator).positiveSkill; var ownerUnitId = owner.GetID(); if (skill.cacheHitUnitIds.Contains(ownerUnitId)) { return false; } return true; } public void AddHitUnitId() { var skill = SkillManager.instance.GetUnitSkillManager(creator).positiveSkill; var unitId = owner.GetID(); skill.cacheHitUnitIds.Add(unitId); } } }