using System; using System.Collections; using System.Collections.Generic; using UnityEngine; [Serializable] public abstract class CharactersHealthBase : ICharactersHealth { public CharacterHealthyType HealthType { get; set; } public float f_MaxHP { get; set ; } public float f_CurrHP { get ; set; } public float f_MaxMP { get; set; } public float f_CurrMP { get; set; } public Dictionary f_Shield { get; set; } public CharactersHealthBase() { } public CharactersHealthBase(CharacterHealthyType healthType, float f_MaxHP, float f_CurrHP, float f_MaxMP, float f_CurrMP, Dictionary f_Shields) { HealthType = healthType; this.f_MaxHP = f_MaxHP; this.f_CurrHP = f_CurrHP; this.f_MaxMP = f_MaxMP; this.f_CurrMP = f_CurrMP; this.f_Shield = f_Shield; } public virtual void OnDie() { //播放死亡动画 } public virtual void OnHurt(float harmNum, CharacterHurtType charactersHurtType) { f_CurrHP-=harmNum; //播放受击动画 } public virtual void OnRecoverBlood(float bloodNum) { } }