hold音符补丁 备份

This commit is contained in:
FloatGaming
2026-03-03 14:07:39 +08:00
parent b8704629a3
commit 9011fa022e
36 changed files with 2721 additions and 256 deletions
+3 -9
View File
@@ -1,14 +1,8 @@
using System.Collections;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// Documentation text normalized.
/// Documentation text normalized.
/// Documentation text normalized.
/// Documentation text normalized.
///
/// Documentation text normalized.
/// SkillBuilder.Instance.ExecuteSkill("Fireball", EffectType.DamageSingleEnemy, 120f, Selector.CurrentEnemies, caster, target);
/// Documentation text normalized.
/// </summary>
@@ -1003,7 +997,7 @@ public class SkillBuilder : MonoBehaviour
else
{
enemy.SetMaxHP(Mathf.Max(1, enemy.maxHP + hpDelta), false);
if (hpDelta > 0) enemy.currentHP = Mathf.Clamp(enemy.currentHP + hpDelta, 0, enemy.maxHP);
if (hpDelta > 0) enemy.ModifyHP(hpDelta);
}
int newHP = ally != null ? ally.maxHP : enemy.maxHP;
CheckLimitAndWarnInt(targetName, "最大生命值", oldHP, newHP, hpDelta);
@@ -1595,7 +1589,7 @@ ResolvedGroup:
{
int d = Mathf.CeilToInt(amountTotal);
enemy.SetMaxHP(enemy.maxHP + d, false);
if (d > 0) enemy.currentHP = Mathf.Clamp(enemy.currentHP + d, 0, enemy.maxHP);
if (d > 0) enemy.ModifyHP(d);
iBudeffPrefabController.Instance?.RegisterEnemyTimedEffect(enemy, PlayerBudeffIconType.ot_maxHP_up, d, 0f);
}
break;