2020-06-23 18:36:24 +08:00
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DOT = Buff:New()
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2020-05-09 13:31:21 +08:00
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--初始化Buff,通过传入一些自定义参数控制成长相关的数值
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function DOT:SetData(...)
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self.interval,
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self.damageType, --1 燃烧 2 中毒 3 流血 4 灼烧
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self.damagePro, --1 物理 2 魔法 (真实伤害时 为伤害值)
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self.damageFactor = ... --伤害系数
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self.isRealDamage = false
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--if self.damageType == 2 then
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-- self.cover = true
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-- self.layer = 1
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--else
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-- self.cover = false
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-- self.layer = nil
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--end
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-- 刷新排序等级
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self.sort = 2
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if self.damageType == 3 then -- 流血buff在行动之后刷新
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self.sort = 3
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end
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end
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--初始化后调用一次
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function DOT:OnStart()
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if self.caster.isTeam then
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self.isRealDamage = true
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end
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end
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--间隔N帧触发,返回true时表示继续触发,返回false立刻触发OnEnd
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function DOT:OnTrigger()
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if self.isRealDamage then
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BattleUtil.ApplyDamage(nil, self.caster, self.target, self.damagePro, nil, nil, self.damageType)
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else
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BattleUtil.CalDamage(nil, self.caster, self.target, self.damagePro, self.damageFactor, 0, self.damageType)
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end
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return true
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end
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--效果结束时调用一次
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function DOT:OnEnd()
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end
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--只有当cover字段为true时触发,返回true则被新效果覆盖
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function DOT:OnCover(newBuff)
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--if self.damageType == 2 then
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-- newBuff.layer = self.layer + 1
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-- newBuff.damageFactor =
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--end
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return true
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end
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-- 比较buff
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function DOT:OnCompare(buff)
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return buff.damageType == self.damageType
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end
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2020-06-23 18:36:24 +08:00
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return DOT
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