Bezi回来了
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@@ -54,7 +54,7 @@ namespace Cielonos.MainGame.Characters
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eventSm.onHealthChanged.InsertByPriority("UI_HealthBarUpdate", new PrioritizedAction<float>(UI_HealthBarUpdate));
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eventSm.onEnergyChanged.InsertByPriority("UI_EnergyBarUpdate", new PrioritizedAction<float>(UI_EnergyBarUpdate));
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eventSm.onDodgeStart.InsertByPriority("Feedback_DodgeStart", new PrioritizedAction(() => { feedbackSc.PlayFeedback("PerfectDodge"); }));
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//eventSm.onDodgeStart.InsertByPriority("Feedback_DodgeStart", new PrioritizedAction(() => { feedbackSc.PlayFeedback("PerfectDodge"); }));
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eventSm.onNormalDodgeSuccess.InsertByPriority("Feedback_NormalDodge", new PrioritizedAction<AttackAreaBase, DodgeSource>(Feedback_NormalDodge));
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eventSm.onPerfectDodgeSuccess.InsertByPriority("Feedback_PerfectDodge", new PrioritizedAction<AttackAreaBase, DodgeSource>(Feedback_PerfectDodge));
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}
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@@ -113,14 +113,14 @@ namespace Cielonos.MainGame.Characters
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BreakthroughType breakthroughType = attackArea.attackSm.attackValue.breakthroughType;
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if(breakthroughType == BreakthroughType.None) return;
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string feedbackName = "GetHit" + breakthroughType.ToString();
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feedbackSc[feedbackName]?.Play();
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feedbackSc.PlayFeedback(feedbackName);
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}
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private void Feedback_GetAttacked(AttackAreaBase attackArea, AttackResult attackResult)
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{
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float ratio = attackResult.finalDamage / (attributeSm["MaximumHealth"] * 0.2f);
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float intensity = Mathf.Lerp(0.25f, 1f, ratio);
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feedbackSc["GetAttacked"]?.Play();
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//feedbackSc.GetFeedbackData("GetAttacked")
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}
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private void Feedback_PerfectDodge(AttackAreaBase attackArea, DodgeSource dodgeSource)
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