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CTT/Unity/Assets/HotfixView/Numeric/NumericWatcher_MaxHp.cs

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using ET;
namespace ET
{
/// <summary>
/// 监视hp数值变化改变血条值
/// </summary>
[NumericWatcher(NumericType.MaxHp)]
public class NumericWatcher_MaxHp : INumericWatcher
{
public async ETTask Run(Entity entity, float old, float value)
{
Log.Info($"@{entity.Id}改变MaxHp:{old} -> {value}");
var zoneScene = entity.ZoneScene();
CharacterUIHelper.UpdateHeadInfo_ChangeMaxHp(zoneScene, entity.Id,old,value);
CharacterUIHelper.Hud_ChangeHpOrMaxHp(zoneScene,entity);
await ETTask.CompletedTask;
}
}
[NumericWatcher(NumericType.PhyDef)]
public class NumericWatcher_PhyDef : INumericWatcher
{
public async ETTask Run(Entity entity, float old, float value)
{
Log.Info($"@{entity.Id}改变PhyDef:{old} -> {value}");
var zoneScene = entity.ZoneScene();
CharacterUI characterUI = FUIHelper.Get<CharacterUI,FUI_CharacterUI>(zoneScene,FUIPackage.Character_CharacterUI);
characterUI.Refresh();
await ETTask.CompletedTask;
}
}
[NumericWatcher(NumericType.SpiDef)]
public class NumericWatcher_SpiDef : INumericWatcher
{
public async ETTask Run(Entity entity, float old, float value)
{
Log.Info($"@{entity.Id}改变SpiDef:{old} -> {value}");
var zoneScene = entity.ZoneScene();
CharacterUI characterUI = FUIHelper.Get<CharacterUI,FUI_CharacterUI>(zoneScene,FUIPackage.Character_CharacterUI);
characterUI.Refresh();
await ETTask.CompletedTask;
}
}
}