NLDClient-yudde/ProjectNLD/Assets/Code/Scripts/Gameplay/Buff/Impl/BuffBulletDamage2.cs

38 lines
1.2 KiB
C#

using Gameplay.Common;
using Gameplay.Unit.Data;
using UnityEngine;
namespace Gameplay.Buff
{
public class BuffBulletDamage2 : 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);
var scaleValueForLowHp = _TryGetFloatParam(5);
var nowHp = owner.aliveData.currentHp;
var maxHp = owner.aliveData.maxHp;
var lossHp = maxHp - nowHp;
var lossHpRate = lossHp / maxHp;
finalDamage *= 1 + scaleValueForLowHp * lossHpRate;
// 造成伤害
owner.TakeNormalDamage(configData.AttackPowerLevel,Mathf.CeilToInt(finalDamage), sender, false);
}
}
}