using UnityEngine; namespace Gameplay.Buff { public class BuffSpecialAddShield1 : BaseBuff { protected override void _OnTrigger() { base._OnTrigger(); // 【固定值,攻击力系数,每有一个负面buff增强】 var fixValue = _TryGetFloatParam(0); var rateAttack = _TryGetFloatParam(1); var rateBuff = _TryGetFloatParam(2); var totalDBuffCount = owner.buffManager.GetDebuffCount(); var finalValue = Mathf.FloorToInt(fixValue + rateAttack * owner.fightData.attack + rateBuff * totalDBuffCount); owner.RecoverShield(finalValue, true); } } }