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Unity类银河恶魔城学习记录12-2 p124 Character Stats UI源代码

拾光的Shelly 04-04 11:00 阅读 1

Alex教程每一P的教程原代码加上我自己的理解初步理解写的注释,可供学习Alex教程的人参考
此代码仅为较上一P有所改变的代码

【Unity教程】从0编程制作类银河恶魔城游戏_哔哩哔哩_bilibili

UI_Statslot.cs
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;

public class UI_Statslot : MonoBehaviour
{

    [SerializeField] private StatType statType;
    [SerializeField] private TextMeshProUGUI statValueText;
    [SerializeField] private TextMeshProUGUI statNameText;
    
    private void OnValidate()
    {
        gameObject.name = "Stat - " + statType.ToString();

        if(statNameText != null)
        {
            statNameText.text = statType.ToString();
        }
    }

    private void Start()
    {
        UpdateStatValueUI();
    }

    public void UpdateStatValueUI()
    {
        PlayerStats playerStats = PlayerManager.instance.player.GetComponent<PlayerStats>();

        if(playerStats != null)
        {
            statValueText.text = playerStats.GetStats(statType).GetValue().ToString();
        }
    }
}

UI_equipementSlots.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;

public class UI_equipementSlots : UI_itemSlot
{
    public EquipmentType slotType;//这怎么拿到的

    private void OnValidate()
    {
        gameObject.name = "Equipment slot -" + slotType.ToString();
    }

    public override void OnPointerDown(PointerEventData eventData)
    {
        if (item == null || item.data == null)//修复点击空白处会报错的bug
            return;
        //点击装备槽后卸下装备
        Inventory.instance.AddItem(item.data as ItemData_Equipment);
        Inventory.instance.Unequipment(item.data as ItemData_Equipment);  
        CleanUpSlot();
    }
}

UI_itemSlot.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using TMPro;
using UnityEngine.EventSystems;

public class UI_itemSlot : MonoBehaviour ,IPointerDownHandler
{
    [SerializeField] private Image itemImage;
    [SerializeField] private TextMeshProUGUI itemText;

    public InventoryItem item;

    public void UpdateSlots(InventoryItem _newItem)
    {
        item = _newItem;

        itemImage.color = Color.white;

        if (item != null)
        {
            itemImage.sprite = item.data.icon;

            if (item.stackSize > 1)
            {
                itemText.text = item.stackSize.ToString();

            }
            else
            {
                itemText.text = "";
            }
        }
    }

    public void CleanUpSlot()//解决出现UI没有跟着Inventory变化的bug
    {
        item = null;

        itemImage.sprite = null;
        itemImage.color = Color.clear;

        itemText.text = "";
    }

    public virtual void OnPointerDown(PointerEventData eventData)
    {
        if(item == null)//修复点击空白处会报错的bug
        {
            return;
        }

        if(Input.GetKey(KeyCode.LeftControl))
        {
            Inventory.instance.RemoveItem(item.data);
            return;
        }

        if (item.data.itemType == ItemType.Equipment)
            Inventory.instance.EquipItem(item.data);
    }
}
Buff_Effcet.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;





[CreateAssetMenu(fileName = "BUff effect", menuName = "Data/Item effect/Buff effect")]

public class Buff_Effect :ItemEffect
{
    private PlayerStats stats;
    [SerializeField] private StatType buffType;
    [SerializeField] private float buffDuration;
    [SerializeField] private int buffAmount;

    public override void ExecuteEffect(Transform _respawnPosition)
    {
        stats = PlayerManager.instance.player.GetComponent<PlayerStats>();

        stats.IncreaseStatBy(buffAmount, buffDuration, stats.GetStats(buffType));
    }

   
}
Inventory.cs
using Newtonsoft.Json.Linq;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;

public class Inventory : MonoBehaviour
{
    public static Inventory instance;

    public List<ItemData> startingItem;

    public List<InventoryItem> equipment;//inventoryItems类型的列表
    public Dictionary<ItemData_Equipment, InventoryItem> equipmentDictionary;//以ItemData为Key寻找InventoryItem的字典

    public List<InventoryItem> inventory;//inventoryItems类型的列表
    public Dictionary<ItemData, InventoryItem> inventoryDictionary;//以ItemData为Key寻找InventoryItem的字典

    public List<InventoryItem> stash;
    public Dictionary<ItemData, InventoryItem> stashDictionary;

    [Header("Inventory UI")]

    [SerializeField] private Transform inventorySlotParent;
    [SerializeField] private Transform stashSlotParent;
    [SerializeField] private Transform equipmentSlotParent;
    [SerializeField] private Transform statSlotParent;


    private UI_itemSlot[] inventoryItemSlot;//UI Slot的数组
    private UI_itemSlot[] stashItemSlot;
    private UI_equipementSlots[] equipmentSlot;
    private UI_Statslot[] statSlot;

    [Header("Items cooldown")]
    private float lastTimeUsedFlask;
    private float lastTimeUsedArmor;
    private float flaskCooldown;
    private float armorCooldown;

    private void Awake()
    {
        if (instance == null)
            instance = this;
        else
            Destroy(gameObject);
        //防止多次创建Inventory
    }

    public void Start()
    {
        inventory = new List<InventoryItem>();
        inventoryDictionary = new Dictionary<ItemData, InventoryItem>();


        stash = new List<InventoryItem>();
        stashDictionary = new Dictionary<ItemData, InventoryItem>();

        equipment = new List<InventoryItem>();
        equipmentDictionary = new Dictionary<ItemData_Equipment, InventoryItem>();


        inventoryItemSlot = inventorySlotParent.GetComponentsInChildren<UI_itemSlot>();//拿到的方式有点绕,显示拿到Canvas 里的 Inventory 然后通过GetComponentsInChildren拿到其下的使用UISlot
        stashItemSlot = stashSlotParent.GetComponentsInChildren<UI_itemSlot>();
        equipmentSlot = equipmentSlotParent.GetComponentsInChildren<UI_equipementSlots>();
        statSlot = statSlotParent.GetComponentsInChildren<UI_Statslot>();
        AddStartingItems();
    }

    private void AddStartingItems()
    {
        for (int i = 0; i < startingItem.Count; i++)
        {
            AddItem(startingItem[i]);
        }
    }//设置初始物品

    public void EquipItem(ItemData _item)
    {
        //解决在itemdata里拿不到子类equipment里的enum的问题
        ItemData_Equipment newEquipment = _item as ItemData_Equipment;//https://www.bilibili.com/read/cv15551811/
        //将父类转换为子类
        InventoryItem newItem = new InventoryItem(newEquipment);

        ItemData_Equipment oldEquipment = null;

        foreach (KeyValuePair<ItemData_Equipment, InventoryItem> item in equipmentDictionary)//这种方法可以同时拿到key和value保存到item里面
        {
            if (item.Key.equipmentType == newEquipment.equipmentType)//将拿到的key与转换成itemdata_equipment类型的_item的type对比拿到存在的key
            {
                oldEquipment = item.Key;//此key需保存在外部的data类型里
                //equipment.Remove(item.Value);
                //equipmentDictionary.Remove(item.Key);
            }
        }//好像用foreach里的value和key无法对外部的list和字典进行操作

        if (oldEquipment != null)
        {
            AddItem(oldEquipment);
            Unequipment(oldEquipment);
        }
            

        equipment.Add(newItem);
        equipmentDictionary.Add(newEquipment, newItem);
        RemoveItem(_item);
        newEquipment.AddModifiers();
        UpdateSlotUI();
        
    }//装备装备的函数

    public void Unequipment(ItemData_Equipment itemToRemove)//装备其他同类型的装备时。去除已装备的装备
    {
        if (equipmentDictionary.TryGetValue(itemToRemove, out InventoryItem value))
        {
            
            equipment.Remove(value);
            equipmentDictionary.Remove(itemToRemove);
            
            itemToRemove.RemoveModifiers();
            UpdateSlotUI();
        }
    }

    private void UpdateSlotUI()
    {

        for (int i = 0; i < equipmentSlot.Length; i++)
        {
            //此步骤用于将对应类型的武器插入对应的槽内
            foreach (KeyValuePair<ItemData_Equipment, InventoryItem> item in equipmentDictionary)//这种方法可以同时拿到key和value保存到item里面
            {
                if (item.Key.equipmentType == equipmentSlot[i].slotType)
                {
                    equipmentSlot[i].UpdateSlots(item.Value);
                }
            }

        }
        //解决出现UI没有跟着Inventory变化的bug
        for (int i = 0; i < inventoryItemSlot.Length;i++)
        {
            inventoryItemSlot[i].CleanUpSlot();
        }
        for (int i = 0; i < stashItemSlot.Length; i++)
        {
            stashItemSlot[i].CleanUpSlot();
        }

        for (int i = 0; i < inventory.Count; i++)
        {
            inventoryItemSlot[i].UpdateSlots(inventory[i]);
        }

        for (int i = 0; i < stash.Count; i++)
        {
            stashItemSlot[i].UpdateSlots(stash[i]);
        }

        for(int i = 0; i < statSlot.Length;i++)
        {
            statSlot[i].UpdateStatValueUI();
        }
    }//更新UI函数

    public void AddItem(ItemData _item)
    {
        if (_item.itemType == ItemType.Equipment)
        {
            AddToInventory(_item);
        }
        else if (_item.itemType == ItemType.Material)
        {
            AddToStash(_item);
        }


        UpdateSlotUI();
    }//添加物体的函数

    private void AddToStash(ItemData _item)//向stash加物体的函数
    {
        if (stashDictionary.TryGetValue(_item, out InventoryItem value))//只有这种方法才能在查找到是否存在key对应value是否存在的同时,能够同时拿到value,其他方法的拿不到value
        {
            value.AddStack();
        }//字典的使用,通过ItemData类型的数据找到InventoryItem里的与之对应的同样类型的数据
        else//初始时由于没有相同类型的物体,故调用else是为了初始化库存,使其中含有一个基本的值
        {
            InventoryItem newItem = new InventoryItem(_item);
            stash.Add(newItem);//填进列表里只有一次
            stashDictionary.Add(_item, newItem);//同上
        }
    }

    private void AddToInventory(ItemData _item)
    {
        if (inventoryDictionary.TryGetValue(_item, out InventoryItem value))//只有这种方法才能在查找到是否存在key对应value是否存在的同时,能够同时拿到value,其他方法的拿不到value
        {
            value.AddStack();
        }//字典的使用,通过ItemData类型的数据找到InventoryItem里的与之对应的同样类型的数据
        else//初始时由于没有相同类型的物体,故调用else是为了初始化库存,使其中含有一个基本的值
        {
            InventoryItem newItem = new InventoryItem(_item);
            inventory.Add(newItem);//填进列表里只有一次
            inventoryDictionary.Add(_item, newItem);//同上
        }
    }//将物体存入Inventory的函数

    public void RemoveItem(ItemData _item)//将物体剔除Inventory的函数
    {
        if (inventoryDictionary.TryGetValue(_item, out InventoryItem value))
        {
            if (value.stackSize <= 1)
            {
                inventory.Remove(value);
                inventoryDictionary.Remove(_item);

            }
            else
                value.RemoveStack();
        }

        if (stashDictionary.TryGetValue(_item, out InventoryItem stashValue))
        {
            if (stashValue.stackSize <= 1)
            {
                stash.Remove(stashValue);
                stashDictionary.Remove(_item);
            }
            else
                stashValue.RemoveStack();
        }

        UpdateSlotUI();
    }
    public List<InventoryItem> GetEquipmentList() => equipment;
    public List<InventoryItem> GetStashList() => stash;

    public ItemData_Equipment GetEquipment(EquipmentType _Type)//通过Type找到对应的已装备装备的函数
    {
        ItemData_Equipment equipedItem = null;

        foreach (KeyValuePair<ItemData_Equipment, InventoryItem> item in equipmentDictionary)
            if (item.Key.equipmentType == _Type)
            {
                equipedItem = item.Key;
            }

        return equipedItem;
    }
    public void UseFlask()//使用药瓶设置冷却时间
    {
        ItemData_Equipment currentFlask = GetEquipment(EquipmentType.Flask);

        if (currentFlask == null)
            return;
        //使用药瓶设置冷却时间
        
        bool canUseFlask = Time.time > lastTimeUsedFlask + flaskCooldown;
        

        if(canUseFlask)
        {
            flaskCooldown = currentFlask.itemCooldown;
            currentFlask.Effect(null);
            lastTimeUsedFlask = Time.time;
        }
        else
        {
            Debug.Log("Flask is Cooldown");
        }
    }//使用药瓶函数

    public bool CanUseArmor()
    {
        ItemData_Equipment currentArmor = GetEquipment(EquipmentType.Armor);

        if(Time.time > lastTimeUsedArmor + armorCooldown)
        {
            lastTimeUsedArmor = Time.time;
            armorCooldown = currentArmor.itemCooldown;
            return true;
        }

        Debug.Log("Armor on cooldown");
        return false;
    }
}

   
CharacterStats.cs
using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting.Antlr3.Runtime.Misc;
using UnityEngine;
public enum StatType
{

    strength,
    agility,
    intelligence,
    vitality,
    damage,
    critChance,
    critPower,
    Health,
    armor,
    evasion,
    magicResistance,
    fireDamage,
    iceDamage,
    lightingDamage
}
public class CharacterStats : MonoBehaviour
{
    private EntityFX fx;


    [Header("Major stats")]
    public Stat strength; // 力量 增伤1点 爆伤增加 1% 物抗
    public Stat agility;// 敏捷 闪避 1% 闪避几率增加 1%
    public Stat intelligence;// 1 点 魔法伤害 1点魔抗 
    public Stat vitality;//加血的

    [Header("Offensive stats")]
    public Stat damage;
    public Stat critChance;      // 暴击率
    public Stat critPower;       //150% 爆伤

    [Header("Defensive stats")]
    public Stat Health;
    public Stat armor;
    public Stat evasion;//闪避值
    public Stat magicResistance;

    [Header("Magic stats")]
    public Stat fireDamage;
    public Stat iceDamage;
    public Stat lightingDamage;


    public bool isIgnited;  // 持续烧伤
    public bool isChilded;  // 削弱护甲 20%
    public bool isShocked;  // 降低敌人命中率

    [SerializeField] private float ailmentsDuration = 4;
    private float ignitedTimer;
    private float chilledTimer;
    private float shockedTimer;


    private float igniteDamageCooldown = .3f;
    private float ignitedDamageTimer;
    private int igniteDamage;
    [SerializeField] private GameObject shockStrikePrefab;
    private int shockDamage;


    public System.Action onHealthChanged;//使角色在Stat里调用UI层的函数
                                         //此函数调用了更新HealthUI函数
    public bool isDead { get; private set; }

    [SerializeField] public int currentHealth;


    protected virtual void Start()
    {
        critPower.SetDefaultValue(150);//设置默认爆伤
        currentHealth = GetMaxHealthValue();

        fx = GetComponent<EntityFX>();
    }

    protected virtual void Update()
    {
        //所有的状态都设置上默认持续时间,持续过了就结束状态
        ignitedTimer -= Time.deltaTime;
        chilledTimer -= Time.deltaTime;
        shockedTimer -= Time.deltaTime;
        ignitedDamageTimer -= Time.deltaTime;

        if (ignitedTimer < 0)
            isIgnited = false;
        if (chilledTimer < 0)
            isChilded = false;
        if (shockedTimer < 0)
            isShocked = false;

        //被点燃后,出现多段伤害后点燃停止
        if(isIgnited)
        ApplyIgnitedDamage();
    }

    
    public virtual void IncreaseStatBy(int _modifier, float _duration,Stat _statToModify)
    {
        StartCoroutine(StatModCoroutine(_modifier, _duration, _statToModify));
    }
    private IEnumerator StatModCoroutine(int _modifier, float _duration, Stat _statToModify)
    {
        _statToModify.AddModifier(_modifier);
        yield return new WaitForSeconds(_duration);
        _statToModify.RemoveModifier(_modifier);
    }
    public virtual void DoDamage(CharacterStats _targetStats)//计算后造成伤害函数
    {
        if (TargetCanAvoidAttack(_targetStats))设置闪避
        {
            return;
        }



        int totleDamage = damage.GetValue() + strength.GetValue();

        //爆伤设置
        if (CanCrit())
        {
            totleDamage = CalculateCriticalDamage(totleDamage);
        }

        totleDamage = CheckTargetArmor(_targetStats, totleDamage);//设置防御

        _targetStats.TakeDamage(totleDamage);

        DoMagicaDamage(_targetStats); // 可以去了也可以不去

    }
    protected virtual void Die()
    {
        isDead = true;
    }
    public virtual void TakeDamage(int _damage)//造成伤害是出特效
    {
        fx.StartCoroutine("FlashFX");//IEnumertor本质就是将一个函数分块执行,只有满足某些条件才能执行下一段代码,此函数有StartCoroutine调用
                                     //https://www.zhihu.com/tardis/bd/art/504607545?source_id=1001
        DecreaseHealthBy(_damage);

        GetComponent<Entity>().DamageImpact();

        if (currentHealth < 0 && !isDead)
            Die();

    }
    public virtual void IncreaseHealthBy(int _amount)//添加回血函数
    {
        currentHealth += _amount;

        if (currentHealth > GetMaxHealthValue())
            currentHealth = GetMaxHealthValue();

        if (onHealthChanged != null)
            onHealthChanged();
    }
    protected virtual void DecreaseHealthBy(int _damage)//此函数用来改变当前生命值,不调用特效
    {
        currentHealth -= _damage;

        if (onHealthChanged != null)
        {
            onHealthChanged();
        }
    }

    #region Magical damage and ailements
    private void ApplyIgnitedDamage()
    {
        if (ignitedDamageTimer < 0 )
        {
            DecreaseHealthBy(igniteDamage);
            if (currentHealth < 0 && !isDead)
                Die();
            ignitedDamageTimer = igniteDamageCooldown;
        }
    }被点燃后,出现多段伤害后点燃停止
    public virtual void DoMagicaDamage(CharacterStats _targetStats)//法伤计算和造成元素效果调用的地方
    {
        int _fireDamage = fireDamage.GetValue();
        int _iceDamage = iceDamage.GetValue();
        int _lightingDamage = lightingDamage.GetValue();

        int totleMagicalDamage = _fireDamage + _iceDamage + _lightingDamage + intelligence.GetValue();
        totleMagicalDamage = CheckTargetResistance(_targetStats, totleMagicalDamage);

        _targetStats.TakeDamage(totleMagicalDamage);

        //防止循环在所有元素伤害为0时出现死循环
        if (Mathf.Max(_fireDamage, _iceDamage, _lightingDamage) <= 0)
            return;

        //让元素效果取决与伤害


        //为了防止出现元素伤害一致而导致无法触发元素效果
        //循环判断触发某个元素效果

        AttemptyToApplyAilement(_targetStats, _fireDamage, _iceDamage, _lightingDamage);
        
    }

    private  void AttemptyToApplyAilement(CharacterStats _targetStats, int _fireDamage, int _iceDamage, int _lightingDamage)
    {
        bool canApplyIgnite = _fireDamage > _iceDamage && _fireDamage > _lightingDamage;
        bool canApplyChill = _iceDamage > _lightingDamage && _iceDamage > _fireDamage;
        bool canApplyShock = _lightingDamage > _fireDamage && _lightingDamage > _iceDamage;



        while (!canApplyIgnite && !canApplyChill && !canApplyShock)
        {
            if (Random.value < .25f)
            {
                canApplyIgnite = true;
                Debug.Log("Ignited");
                _targetStats.ApplyAilments(canApplyIgnite, canApplyChill, canApplyShock);
                return;
            }
            if (Random.value < .35f)
            {
                canApplyChill = true;
                Debug.Log("Chilled");
                _targetStats.ApplyAilments(canApplyIgnite, canApplyChill, canApplyShock);
                return;
            }
            if (Random.value < .55f)
            {
                canApplyShock = true;
                Debug.Log("Shocked");
                _targetStats.ApplyAilments(canApplyIgnite, canApplyChill, canApplyShock);
                return;
            }

        }


        if (canApplyIgnite)
        {
            _targetStats.SetupIgniteDamage(Mathf.RoundToInt(_fireDamage * .2f));
        }

        if (canApplyShock)
            _targetStats.SetupShockStrikeDamage(Mathf.RoundToInt(_lightingDamage * .1f));

        //给点燃伤害赋值

        _targetStats.ApplyAilments(canApplyIgnite, canApplyChill, canApplyShock);
    }//造成元素效果

    public void ApplyAilments(bool _ignite, bool _chill, bool _shock)//判断异常状态
    {
        bool canApplyIgnite = !isIgnited && !isChilded && !isShocked;
        bool canApplyChill = !isIgnited && !isChilded && !isShocked;
        bool canApplyShock = !isIgnited && !isChilded;
        //使当isShock为真时Shock里的函数仍然可以调用

        if (_ignite && canApplyIgnite)
        {
            isIgnited = _ignite;
            ignitedTimer = ailmentsDuration;

            fx.IgniteFxFor(ailmentsDuration);
        }
        if (_chill && canApplyChill)
        {
            isChilded = _chill;
            chilledTimer = ailmentsDuration;

            float slowPercentage = .2f;

            GetComponent<Entity>().SlowEntityBy(slowPercentage, ailmentsDuration);

            fx.ChillFxFor(ailmentsDuration);
        }
        if (_shock && canApplyShock)
        {
            if(!isShocked)
            {
                ApplyShock(_shock);
            }
            else
            {
                if (GetComponent<Player>() != null)//防止出现敌人使玩家进入shock状态后也出现闪电
                    return;
                HitNearestTargetWithShockStrike();
            }//isShock为真时反复执行的函数为寻找最近的敌人,创建闪电实例并传入数据

        }
    }

    public void ApplyShock(bool _shock)
    {
        if (isShocked)
            return;

        isShocked = _shock;
        shockedTimer = ailmentsDuration;

        fx.ShockFxFor(ailmentsDuration);
    }//触电变色效果

    private void HitNearestTargetWithShockStrike()
    {
        Collider2D[] colliders = Physics2D.OverlapCircleAll(transform.position, 25);//找到环绕自己的所有碰撞器

        float closestDistance = Mathf.Infinity;//正无穷大的表示形式(只读)
        Transform closestEnemy = null;


        //https://docs.unity3d.com/cn/current/ScriptReference/Mathf.Infinity.html
        foreach (var hit in colliders)
        {
            if (hit.GetComponent<Enemy>() != null && Vector2.Distance(transform.position, hit.transform.position) > 1)// 防止最近的敌人就是Shock状态敌人自己
            {
                float distanceToEnemy = Vector2.Distance(transform.position, hit.transform.position);//拿到与敌人之间的距离
                if (distanceToEnemy < closestDistance)//比较距离,如果离得更近,保存这个敌人的位置,更改最近距离
                {
                    closestDistance = distanceToEnemy;
                    closestEnemy = hit.transform;
                }
            }

            if (closestEnemy == null)
                closestEnemy = transform;
        }

        if (closestEnemy != null)
        {
            GameObject newShockStrike = Instantiate(shockStrikePrefab, transform.position, Quaternion.identity);
            newShockStrike.GetComponent<ShockStrike_Controller>().Setup(shockDamage, closestEnemy.GetComponent<CharacterStats>());
        }
    }//给最近的敌人以雷劈

    public void SetupIgniteDamage(int _damage) => igniteDamage = _damage;//给点燃伤害赋值
    public void SetupShockStrikeDamage(int _damage) => shockDamage = _damage;//雷电伤害赋值

    #endregion

    #region Stat calculations

    private int CheckTargetResistance(CharacterStats _targetStats, int totleMagicalDamage)//法抗计算
    {
        totleMagicalDamage -= _targetStats.magicResistance.GetValue() + (_targetStats.intelligence.GetValue() * 3);
        totleMagicalDamage = Mathf.Clamp(totleMagicalDamage, 0, int.MaxValue);
        return totleMagicalDamage;
    }
    
   
   
    private static int CheckTargetArmor(CharacterStats _targetStats, int totleDamage)//防御计算
    {

        //被冰冻后,角色护甲减少
        if (_targetStats.isChilded)
            totleDamage -= Mathf.RoundToInt(_targetStats.armor.GetValue() * .8f);
        else
            totleDamage -= _targetStats.armor.GetValue();
        totleDamage = Mathf.Clamp(totleDamage, 0, int.MaxValue);
        return totleDamage;
    }

    private bool TargetCanAvoidAttack(CharacterStats _targetStats)//闪避计算
    {
        int totleEvation = _targetStats.evasion.GetValue() + _targetStats.agility.GetValue();

        //我被麻痹后
        //敌人的闪避率提升
        if (isShocked)
            totleEvation += 20;

        if (Random.Range(0, 100) < totleEvation)
        {
            return true;
        }
        return false;
    }

    private bool CanCrit()//判断是否暴击
    {
        int totleCriticalChance = critChance.GetValue() + agility.GetValue();

        if (Random.Range(0, 100) <= totleCriticalChance)
        {
            return true;
        }

        return false;
    }

    private int CalculateCriticalDamage(int _damage)//计算暴击后伤害
    {
        float totleCirticalPower = (critPower.GetValue() + strength.GetValue()) * .01f;

        float critDamage = _damage * totleCirticalPower;

        return Mathf.RoundToInt(critDamage);//返回舍入为最近整数的
    }
    public int GetMaxHealthValue()
    {

        return Health.GetValue() + vitality.GetValue() * 10;

    }//统计生命值函数

    public  Stat GetStats(StatType _statType)
    {
        if (_statType == StatType.strength) return strength;
        else if (_statType == StatType.agility) return agility;
        else if (_statType == StatType.intelligence) return intelligence;
        else if (_statType == StatType.vitality) return vitality;
        else if (_statType == StatType.damage) return damage;
        else if (_statType == StatType.critChance) return critChance;
        else if (_statType == StatType.critPower) return critPower;
        else if (_statType == StatType.Health) return Health;
        else if (_statType == StatType.armor) return armor;
        else if (_statType == StatType.evasion) return evasion;
        else if (_statType == StatType.magicResistance) return magicResistance;
        else if (_statType == StatType.fireDamage) return fireDamage;
        else if (_statType == StatType.iceDamage) return iceDamage;
        else if (_statType == StatType.lightingDamage) return lightingDamage;

        return null;
    }
    #endregion
}

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