优化ui,谱面替换,以及科研模糊
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@@ -1,4 +1,4 @@
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using System.Collections;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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@@ -909,8 +909,16 @@ public class SkillBuilder : MonoBehaviour
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int hpDelta = Mathf.CeilToInt(Mathf.Abs(amount));
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if (effectType == EffectType.DecreaseMaxHP) hpDelta = -hpDelta;
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int oldHP = ally != null ? ally.maxHP : enemy.maxHP;
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if (ally != null) ally.SetMaxHP(Mathf.Max(1, ally.maxHP + hpDelta), false);
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else enemy.SetMaxHP(Mathf.Max(1, enemy.maxHP + hpDelta), false);
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if (ally != null)
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{
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ally.SetMaxHP(Mathf.Max(1, ally.maxHP + hpDelta), false);
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if (hpDelta > 0) ally.SetCurrentHP(ally.currentHP + hpDelta, false);
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}
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else
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{
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enemy.SetMaxHP(Mathf.Max(1, enemy.maxHP + hpDelta), false);
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if (hpDelta > 0) enemy.currentHP = Mathf.Clamp(enemy.currentHP + hpDelta, 0, enemy.maxHP);
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}
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int newHP = ally != null ? ally.maxHP : enemy.maxHP;
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CheckLimitAndWarnInt(targetName, "最大生命值", oldHP, newHP, hpDelta);
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state = new RefreshOnlyTimedState { effectType = effectType, intDelta = hpDelta };
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@@ -1485,12 +1493,14 @@ ResolvedGroup:
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{
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int d = Mathf.CeilToInt(amountTotal);
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ally.SetMaxHP(ally.maxHP + d, false);
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if (d > 0) ally.SetCurrentHP(ally.currentHP + d, false);
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iBudeffPrefabController.Instance?.RegisterTimedEffect(ally, PlayerBudeffIconType.ot_maxHP_up, d, 0f);
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}
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else if (t.TryGetComponent<EnemyCombatant>(out var enemy))
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{
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int d = Mathf.CeilToInt(amountTotal);
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enemy.SetMaxHP(enemy.maxHP + d, false);
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if (d > 0) enemy.currentHP = Mathf.Clamp(enemy.currentHP + d, 0, enemy.maxHP);
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iBudeffPrefabController.Instance?.RegisterEnemyTimedEffect(enemy, PlayerBudeffIconType.ot_maxHP_up, d, 0f);
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}
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break;
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