轻轻松松改成定点数咯

This commit is contained in:
DESKTOP-5RP3AKU\Jisol
2024-10-21 04:04:13 +08:00
parent 0371576f87
commit 930911e7df
46 changed files with 1070 additions and 317 deletions

View File

@@ -23,7 +23,8 @@ MonoBehaviour:
ActivationOwnedTags: []
ActivationRequiredTags: []
ActivationBlockedTags: []
Speed: 1
Speed:
rawValue: 1000000
ManualEndAbility: 0
FrameCount: 60
DurationalCues:

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@@ -32,8 +32,9 @@ MonoBehaviour:
- AttributeName: AS_BaseAttribute.HP
AttributeSetName: AS_BaseAttribute
AttributeShortName: HP
ModiferMagnitude: 10
Operation: 3
ModiferMagnitude:
rawValue: 10000000
Operation: 0
MMC: {fileID: 11400000, guid: 331222964d02d1349b1a9c717605c8e9, type: 2}
AssetTags:
- _name: DeBuff

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@@ -23,7 +23,7 @@ namespace Demo.Scripts.GAS.GameplayCue
public override void Trigger()
{
((GAbilitySystemComponent)Owner).Entity.Transform.Scale = new LVector3(LFloat.L05,LFloat.L05,LFloat.L05);
((GAbilitySystemComponent)Owner).Entity.Transform.Scale = new LVector3(LFloat.L0D5,LFloat.L0D5,LFloat.L0D5);
}
}

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@@ -11,7 +11,7 @@ namespace GASSamples.Scripts.GAS.MMC
[CreateAssetMenu(fileName = "AttrModCalculation", menuName = "GAS/MMC/AttrModCalculation")]
public class AttrModCalculation : ModifierMagnitudeCalculation
{
public override float CalculateMagnitude(GameplayEffectSpec spec, float modifierMagnitude)
public override LFloat CalculateMagnitude(GameplayEffectSpec spec, LFloat modifierMagnitude)
{
return modifierMagnitude;
}

View File

@@ -5,6 +5,7 @@
using System;
using System.Collections.Generic;
using JNGame.Math;
namespace GAS.Runtime
{
@@ -13,14 +14,14 @@ namespace GAS.Runtime
#region HP
/// <summary>血量</summary>
public AttributeBase HP { get; } = new("AS_BaseAttribute", "HP", 0f, CalculateMode.Stacking, (SupportedOperation)31, float.MinValue, float.MaxValue);
public AttributeBase HP { get; } = new("AS_BaseAttribute", "HP", new LFloat(true,0), LFloat.MinValue, LFloat.MaxValue, CalculateMode.Stacking, (SupportedOperation)31);
public void InitHP(float value) => HP.Init(value);
public void SetCurrentHP(float value) => HP.SetCurrentValue(value);
public void SetBaseHP(float value) => HP.SetBaseValue(value);
public void SetMinHP(float value) => HP.SetMinValue(value);
public void SetMaxHP(float value) => HP.SetMaxValue(value);
public void SetMinMaxHP(float min, float max) => HP.SetMinMaxValue(min, max);
public void InitHP(LFloat value) => HP.Init(value);
public void SetCurrentHP(LFloat value) => HP.SetCurrentValue(value);
public void SetBaseHP(LFloat value) => HP.SetBaseValue(value);
public void SetMinHP(LFloat value) => HP.SetMinValue(value);
public void SetMaxHP(LFloat value) => HP.SetMaxValue(value);
public void SetMinMaxHP(LFloat min, LFloat max) => HP.SetMinMaxValue(min, max);
#endregion HP