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152 lines (131 loc) · 2.78 KB
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Skill
{
public partial class Entity : IBuff
{
private string m_Name;
private int m_MaxHp;
private int m_MaxMp;
private int m_Hp;
private int m_Mp;
private int m_Fight;
private int m_Defence;
private int m_Crit;
private List<Buff> m_BuffList;
public int Hp
{
get
{
return m_Hp;
}
set
{
m_Hp = value;
}
}
public int Mp
{
get
{
return m_Mp;
}
set
{
m_Mp = value;
}
}
public int Fight
{
get
{
return m_Fight;
}
set
{
m_Fight = value;
}
}
public int Defence
{
get
{
return m_Defence;
}
set
{
m_Defence = value;
}
}
public int Crit
{
get
{
return m_Crit;
}
set
{
m_Crit = value;
}
}
public string Name
{
get
{
return m_Name;
}
set
{
m_Name = value;
}
}
public int MaxHp
{
get
{
return m_MaxHp;
}
set
{
m_MaxHp = value;
}
}
public int MaxMp
{
get
{
return m_MaxMp;
}
set
{
m_MaxMp = value;
}
}
public void AddBuff(Skill skill, int round = 0)
{
m_BuffList = m_BuffList ?? new List<Buff>();
Buff buff = new Buff();
buff.AtRound = round;
m_BuffList.Add(buff);
EventsMgr.GetInstance().TriigerEvent(EventsType.Skill_AddBuff, buff);
}
public void Disperse(List<int> disperseList)
{
List<Buff> list = new List<Buff>();
foreach (var buff in m_BuffList)
{
if (disperseList.Contains(buff.Skill.Attribute.Id))
{
list.Add(buff);
}
}
EventsMgr.GetInstance().TriigerEvent(EventsType.Skill_Disperse, list);
}
public bool IsInvencible()
{
return false;
}
}
}