public override TaskStatus OnUpdate() { //面向target,往死了打 if (myHero.data.configData.moveable == Moveable.Movable) { this.transform.LookAt(target.Value.transform); } if (!myHero.valid) { return(TaskStatus.Success); } if (pathFind != null && pathFind.enabled) { pathFind.enabled = false; } myHero.Attack(); //如果没有打到人,空打 // if (msg == null || msg.Count == 0) // { // if (myHero.outLog) // { // ConsoleEx.DebugWarning (this.transform.name + "there is no enemy attacked~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~"); // } // param.Sender = myHero.UniqueID; // param.Receiver = 0; // param.cmdType = WarMsg_Type.Attack; // param.OP = EffectOp.Injury; // // myHero.SendMsg (myHero.UniqueID, param); // } // else // { // if (myHero.outLog) // { // ConsoleEx.DebugWarning (myHero.name + " ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~attck enemy cout :: " + msg.Count); // } // for (int i = 0; i < msg.Count; i++) // { // WarSrcAnimParam warParam = msg [i] as WarSrcAnimParam; // warParam.cmdType = WarMsg_Type.Attack; // myHero.SendMsg (myHero.UniqueID, msg [i]); // } // } return(TaskStatus.Success); }
public override TaskStatus OnUpdate() { if (myHero.valid) { myHero.Attack(); if (myHero.outLog) { ConsoleEx.DebugWarning(myHero.name + " ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ empty attck enemy "); } return(TaskStatus.Success); } return(TaskStatus.Failure); }