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- 2014-7-20
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- 2014-12-15
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ApplyEffectToPlayer(float32 magnitude,
[opt] bool forceHeal) cil managed
之後的方法不多說了 提示夠明了
.method public hidebysig instance void
ApplyEffectToPlayer(float32 magnitude,
[opt] bool forceHeal) cil managed
{
.param [2] = bool(false)
// Code size 953 (0x3b9)
.maxstack 106
.locals init (bool V_0,
int32 V_1,
valuetype [UnityEngine]UnityEngine.Color[] V_2)
IL_0000: call float32 PlayerData::get_mCurrentHP()
IL_0005: ldc.r4 0.0
IL_000a: bgt.un IL_0010
IL_000f: ret
IL_0010: ldc.i4.1
IL_0011: stloc.0
IL_0012: ldarga.s magnitude
IL_0014: ldarg.2
IL_0015: call void SkillInstance::AlterPlayerHPEvent(float32&,
bool)
IL_001a: ldarg.1
IL_001b: ldc.r4 0.0
IL_0020: blt.un IL_009a
IL_0025: ldarg.1
IL_0026: call float32 RestoreGameplay::get_minRecoverHP()
IL_002b: bge.un IL_0036
IL_0030: ldarg.1
IL_0031: call void RestoreGameplay::set_minRecoverHP(float32)
IL_0036: ldarg.1
IL_0037: call float32 RestoreGameplay::get_maxRecoverHP()
IL_003c: ble.un IL_0047
IL_0041: ldarg.1
IL_0042: call void RestoreGameplay::set_maxRecoverHP(float32)
IL_0047: call float32 RestoreGameplay::get_totalRecoverHP()
IL_004c: ldarg.1
IL_004d: add
IL_004e: call void RestoreGameplay::set_totalRecoverHP(float32)
IL_0053: call float32 PlayerData::get_mCurrentHP()
IL_0058: call float32 PlayerData::get_mMaxHP()
IL_005d: bge.un IL_0095
IL_0062: ldarg.1
IL_0063: ldc.r4 0.0
IL_0068: ble.un IL_0095
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