Inheritance: MonoBehaviour
Ejemplo n.º 1
0
    //在单位身上 播放一次性特效
    public static void PlayEffectOnUnitEntity(string path, UnityEntity unit)
    {
        if (unit == null || path.Length <= 0)
        {
            return;
        }

        var modeeffect = (GameObject)(GameObject.Instantiate(Resources.Load(path)));

        if (modeeffect != null)
        {
            modeeffect.transform.parent   = unit.Mode.transform;
            modeeffect.transform.position = unit.Mode.transform.position;
            //modeeffect.transform.rotation = ParentEntity.Mode.transform.rotation;
            var ps = modeeffect.GetComponent <ParticleSystem>();
            if (ps != null)
            {
                GameObject.Destroy(modeeffect, ps.main.duration);
            }
            else
            {
                GameObject.Destroy(modeeffect, 2);
            }
        }
    }
Ejemplo n.º 2
0
    public void ClickPos(Vector2 pos)
    {
        Debug.Log("click pos:" + pos);
        Ray        ray = Camera.main.ScreenPointToRay(pos);
        RaycastHit hit;

        if (Physics.Raycast(ray, out hit))
        {
            Debug.Log("Raycast:");
            //测试
            UnityEntity unit = UnityEntityManager.Instance.GetUnityEntityFromObject(hit.transform.gameObject);
            if (unit != null && unit != m_MyMainUnit)
            {
                if (m_TargetUnit != null)
                {
                    m_TargetUnit.TargetShow(false);
                    m_TargetUnit.TargetShowRedCircle(false);
                }
                m_TargetUnit = unit;
                //m_TargetUnit.TargetShow(true);
                m_TargetUnit.TargetShowRedCircle(true);

                //Protomsg.CS_PlayerAttack msg1 = new Protomsg.CS_PlayerAttack();
                //msg1.IDs.AddRange(m_MyControlUnit);
                //msg1.TargetUnitID = unit.ID;
                //MyKcp.Instance.SendMsg(m_ServerName, "CS_PlayerAttack", msg1);
            }

            //Debug.Log(hit.collider.gameObject);
        }
    }
Ejemplo n.º 3
0
    //获取离本单位最近的单位
    public UnityEntity GetNearestUnityEntity(int id)
    {
        Debug.Log("GetNearestUnityEntity" + id);
        var myunityentity = m_UnityEntitys[id];

        if (myunityentity == null)
        {
            Debug.Log("GetNearestUnityEntity  null");
            return(null);
        }
        var         mindis = 100000000.0f;
        UnityEntity nearrestUnityEntity = null;

        foreach (var item in m_UnityEntitys)
        {
            if (item.Key == id || item.Value.IsDeath == 1)
            {
                continue;
            }

            var dis = Vector2.Distance(new Vector2(item.Value.X, item.Value.Y), new Vector2(myunityentity.X, myunityentity.Y));

            if (mindis > dis)
            {
                Debug.Log("dis  " + dis);
                mindis = dis;
                nearrestUnityEntity = item.Value;
            }
        }

        return(nearrestUnityEntity);
    }
Ejemplo n.º 4
0
 internal UnityTransform(UnityEntity unityEntity, bool invisibleOnFirstTick = false) : base(unityEntity)
 {
     if (invisibleOnFirstTick)
     {
         renderer = unityEntity.gameObject.GetComponentInChildren <Renderer>();
     }
 }
Ejemplo n.º 5
0
    // Update is called once per frame
    void Update()
    {
        //Debug.Log("update time:" + Tool.GetTime());
        MsgManager.Instance.UpdateMessage();


        LogicUpdate();
        //删除目标
        if (m_TargetUnit != null)
        {
            if (m_TargetUnit.IsDeath == 1 || UnityEntityManager.Instance.GetUnityEntity(m_TargetUnit.ID) == null)
            {
                m_TargetUnit.TargetShow(false);
                m_TargetUnit.TargetShowRedCircle(false);
                m_TargetUnit = null;
            }
            else
            {
                //距离我自己太远
            }
        }


        UnityEntityManager.Instance.Update(Time.deltaTime);
        if (Time.deltaTime >= 0.033)
        {
            //Debug.Log("deltaTime:" + Time.deltaTime);
        }


        //AutoAttack();
    }
Ejemplo n.º 6
0
 //----------------------------------------------------------------------------*/
 public static void SetFollowingTarget(UnityEntity Target)
 {
     if (singleton != null)
     {
         singleton.followingTarget = Target;
     }
 }
Ejemplo n.º 7
0
 //public
 public BuffEffect(Protomsg.BuffDatas buffdata, UnityEntity parent)
 {
     Data         = buffdata;
     TypeID       = buffdata.TypeID;
     BIdata       = ExcelManager.Instance.GetBuffIM().GetBIByID(buffdata.TypeID);
     ParentEntity = parent;
     Init();
 }
Ejemplo n.º 8
0
 public override void HitTop(UnityEntity e)
 {
     if (e is UnityMover && !(e is Player))
     {
         base.HitTop(e);
         Land();
     }
 }
Ejemplo n.º 9
0
    //更改单位数据
    public void ChangeUnityEntity(Protomsg.UnitDatas data)
    {
        UnityEntity unity = m_UnityEntitys[data.ID];

        if (unity != null)
        {
            unity.Change(data);
        }
    }
Ejemplo n.º 10
0
    //更改显示位置
    public void ChangeShowPos(Protomsg.UnitDatas data, float scale)
    {
        UnityEntity unity = m_UnityEntitys[data.ID];

        if (unity != null)
        {
            unity.ChangeShowPos(scale, data.X, data.Y);
        }
    }
Ejemplo n.º 11
0
    //删除单位
    public void DestroyUnityEntity(int id)
    {
        UnityEntity unity = m_UnityEntitys[id];

        if (unity != null)
        {
            unity.Destroy();
            m_UnityEntitys.Remove(id);
        }
    }
Ejemplo n.º 12
0
    public static BuffEffect CreateBuffEffect(Protomsg.BuffDatas buffdata, UnityEntity parent)
    {
        var data = ExcelManager.Instance.GetBuffIM().GetBIByID(buffdata.TypeID);

        if (data == null || parent == null || parent.Mode == null)
        {
            return(null);
        }
        return(new BuffEffect(buffdata, parent));
    }
Ejemplo n.º 13
0
    //检查单位是否是 玩家的敌人
    public bool CheckIsEnemy(UnityEntity target, UnityEntity my)
    {
        if (my == null || target == null)
        {
            return(false);
        }
        //同一个公会的不能成为敌人
        if (target.GuildID > 0 && target.GuildID == my.GuildID)
        {
            return(false);
        }
        //同一小组的不能成为敌人
        if (target.GroupID > 0 && target.GroupID == my.GroupID)
        {
            return(false);
        }
        //不同小组一定是敌人
        if (target.GroupID > 0 && my.GroupID > 0 && target.GroupID != my.GroupID)
        {
            return(true);
        }

        //攻击模式(1:和平模式 2:组队模式 3:全体模式 4:阵营模式(玩家,NPC) 5:行会模式)
        if (my.AttackMode == 1)
        {
            //阵营不同 //阵营(1:玩家 2:NPC)
            if (target.Camp != my.Camp)
            {
                return(true);
            }
            else
            {
                //如果目标是全体模式 也是敌人
                if (target.AttackMode == 3)
                {
                    return(true);
                }
            }
            return(false);
        }
        else if (my.AttackMode == 3)
        {
            //不是玩家自己控制的单位
            if (target.ControlID != my.ControlID)
            {
                return(true);
            }
            else
            {
                return(false);
            }
        }

        return(false);
    }
Ejemplo n.º 14
0
    public override void HitSide(UnityEntity e, float side)
    {
        if (e is Goomba || e is Fire)
        {
            Die();
        }

        else if (e is Coin)
        {
            e.gameObject.SetActive(false);
            GetCoin();
        }
    }
Ejemplo n.º 15
0
    public override void HitBottom(UnityEntity e)
    {
        if (e is Goomba || e is Fire)
        {
            Die();
        }

        if (e is Coin)
        {
            e.gameObject.SetActive(false);
            GetCoin();
        }
    }
Ejemplo n.º 16
0
    public UnityEntity GetMinAngleEnemy(UnityEntity my, Vector2 dir, float maxDis)
    {
        if (my == null || dir == Vector2.zero || maxDis <= 0)
        {
            return(null);
        }
        float       minangle            = 0;
        UnityEntity minangelUnityEntity = null;

        foreach (var item in m_UnityEntitys)
        {
            if (item.Key == my.ID || item.Value.IsDeath == 1)
            {
                continue;
            }
            //是否是敌人
            if (CheckIsEnemy(item.Value, my) == false)
            {
                continue;
            }

            var dis = Vector2.Distance(new Vector2(item.Value.X, item.Value.Y), new Vector2(my.X, my.Y));

            if (maxDis > dis)
            {
                float angle1 = Vector2.Angle(dir, new Vector2(item.Value.X - my.X, item.Value.Y - my.Y));

                //是否超过最大角度
                if (angle1 > MaxAngle)
                {
                    continue;
                }

                if (minangelUnityEntity == null)
                {
                    minangelUnityEntity = item.Value;
                    minangle            = angle1;
                }
                else if (angle1 < minangle)
                {
                    minangelUnityEntity = item.Value;
                    minangle            = angle1;
                }
            }
        }

        return(minangelUnityEntity);
    }
Ejemplo n.º 17
0
    //获取离本单位 夹角最小的单位 满足技能释放目标条件 且夹角小于45度
    public UnityEntity GetMinAngleUnitForSkillTarget(UnityEntity my, Vector2 dir, Protomsg.SkillDatas skilldata)
    {
        if (my == null || dir == Vector2.zero || skilldata.CastRange <= 0)
        {
            return(null);
        }
        float       minangle            = 0;
        UnityEntity minangelUnityEntity = null;

        foreach (var item in m_UnityEntitys)
        {
            if (item.Key == my.ID || item.Value.IsDeath == 1)
            {
                continue;
            }
            if (CheckCastSkillTarget(item.Value, my, skilldata) == false)
            {
                continue;
            }

            var dis = Vector2.Distance(new Vector2(item.Value.X, item.Value.Y), new Vector2(my.X, my.Y));

            if (skilldata.CastRange > dis)
            {
                float angle1 = Vector2.Angle(dir, new Vector2(item.Value.X - my.X, item.Value.Y - my.Y));

                //是否超过最大角度
                if (angle1 > MaxAngle)
                {
                    continue;
                }

                if (minangelUnityEntity == null)
                {
                    minangelUnityEntity = item.Value;
                    minangle            = angle1;
                }
                else if (angle1 < minangle)
                {
                    minangelUnityEntity = item.Value;
                    minangle            = angle1;
                }
            }
        }

        return(minangelUnityEntity);
    }
Ejemplo n.º 18
0
    public void UpdateTopBar()
    {
        //头顶条显示
        if (m_TopBar != null)
        {
            m_TopBar.GetComponent <UnityEntityTopBar>().SetHP((int)((float)HP / MaxHP * 100));
            m_TopBar.GetComponent <UnityEntityTopBar>().SetMP((int)((float)MP / MaxMP * 100));
            m_TopBar.GetComponent <UnityEntityTopBar>().SetName(Name);
            m_TopBar.GetComponent <UnityEntityTopBar>().SetLevel(Level);
            var         ismyguild = false;
            UnityEntity mainunit  = GameScene.Singleton.GetMyMainUnit();
            if (mainunit != null && mainunit.GuildID == GuildID)
            {
                ismyguild = true;
            }
            m_TopBar.GetComponent <UnityEntityTopBar>().SetGuildName(GuildName, ismyguild);

            var isEnemy = UnityEntityManager.Instance.CheckIsEnemy(this, GameScene.Singleton.GetMyMainUnit());

            if (isEnemy)
            {
                m_TopBar.GetComponent <UnityEntityTopBar>().SetIsEnemy(true);
            }
            else
            {
                m_TopBar.GetComponent <UnityEntityTopBar>().SetIsEnemy(false);
            }
            if (IsDeath == 1)
            {
                m_TopBar.GetComponent <UnityEntityTopBar>().SetVisible(false);
            }
            else
            {
                if (m_Camp == 2 && (int)((float)HP / MaxHP * 100) == 100 && m_TopBar.GetComponent <UnityEntityTopBar>().GetBuffCount() <= 0)//NPC
                {
                    m_TopBar.GetComponent <UnityEntityTopBar>().SetVisible(false);
                }
                else
                {
                    m_TopBar.GetComponent <UnityEntityTopBar>().SetVisible(true);
                }
            }
        }
    }
Ejemplo n.º 19
0
    public override void HitTop(UnityEntity e)
    {
        if (e is Goomba)
        {
            e.gameObject.SetActive(false);
            BounceOffGoomba();
        }

        else if (e is Coin)
        {
            e.gameObject.SetActive(false);
            GetCoin();
        }

        else if (e is Fire)
        {
            Die();
        }
    }
Ejemplo n.º 20
0
    //获取离本单位最近的敌方英雄和BOSS 且距离小于 distanse
    public UnityEntity GetNearestBigUnitForSkillTarget(UnityEntity my, Protomsg.SkillDatas skilldata, float distanse)
    {
        var myunityentity = my;

        if (myunityentity == null)
        {
            Debug.Log("GetNearestEnemy  null");
            return(null);
        }
        var         mindis = distanse;
        UnityEntity nearrestUnityEntity = null;

        foreach (var item in m_UnityEntitys)
        {
            if (item.Key == myunityentity.ID || item.Value.IsDeath == 1)
            {
                continue;
            }
            ////单位类型(1:英雄 2:普通单位 3:远古 4:boss)
            if (item.Value.IsBigUnit() == false)
            {
                continue;
            }

            if (CheckCastSkillTarget(item.Value, myunityentity, skilldata) == false)
            {
                continue;
            }


            var dis = Vector2.Distance(new Vector2(item.Value.X, item.Value.Y), new Vector2(myunityentity.X, myunityentity.Y));

            if (mindis > dis)
            {
                Debug.Log("dis  " + dis);
                mindis = dis;
                nearrestUnityEntity = item.Value;
            }
        }

        return(nearrestUnityEntity);
    }
Ejemplo n.º 21
0
    //刷新buf
    void FreshBuf()
    {
        UnityEntity mainunit = UnityEntityManager.Instance.GetUnityEntity(id);

        if (mainunit == null || mainunit.BuffDatas == null || mainunit.BuffDatas.Length <= 0)
        {
            BufsRes.Clear();
            Bufs.RemoveChildren();
            return;
        }

        foreach (var item in mainunit.BuffDatas)
        {
            if (BufsRes.ContainsKey(item.TypeID))
            {
                SetBufData(BufsRes[item.TypeID], item);
            }
            else
            {
                AddBuf(item);
            }
        }

        //删除多余的
        foreach (int key in new List <int>(BufsRes.Keys))
        {
            var isfind = false;
            foreach (var item1 in mainunit.BuffDatas)
            {
                if (key == item1.TypeID)
                {
                    isfind = true;
                    break;
                }
            }
            if (isfind == false)
            {
                RemoveBuf(key);
            }
        }
    }
Ejemplo n.º 22
0
    //获取离本单位最近的敌方英雄和BOSS 且距离小于 distanse
    public UnityEntity GetNearestBigEnemy(UnityEntity my, float distanse)
    {
        var myunityentity = my;

        if (myunityentity == null)
        {
            Debug.Log("GetNearestEnemy  null");
            return(null);
        }
        var         mindis = distanse;
        UnityEntity nearrestUnityEntity = null;

        foreach (var item in m_UnityEntitys)
        {
            if (item.Key == myunityentity.ID || item.Value.IsDeath == 1)
            {
                continue;
            }
            ////单位类型(1:英雄 2:普通单位 3:远古 4:boss)
            if (item.Value.IsBigUnit() == false)
            {
                continue;
            }
            //是否是敌人
            if (CheckIsEnemy(item.Value, myunityentity) == false)
            {
                continue;
            }

            var dis = Vector2.Distance(new Vector2(item.Value.X, item.Value.Y), new Vector2(myunityentity.X, myunityentity.Y));

            if (mindis >= dis)
            {
                //Debug.Log("dis  " + dis);
                mindis = dis;
                nearrestUnityEntity = item.Value;
            }
        }

        return(nearrestUnityEntity);
    }
Ejemplo n.º 23
0
    public void showHeadSelect(UnityEntity unit)
    {
        var headselect = UIPackage.CreateObject("GameUI", "HeadSelect").asCom;

        //GRoot.inst.AddChild(headselect);
        GRoot.inst.ShowPopup(headselect);
        headselect.xy = maininfo.xy;
        headselect.x += 50;
        headselect.y += 50;


        //注销组队功能
        //headselect.GetChild("team").asButton.onClick.Add(() =>
        //{

        //    if (GameScene.Singleton.m_MyMainUnit == null || unit == null)
        //    {
        //        GRoot.inst.HidePopup(headselect);
        //        return;
        //    }

        //    Protomsg.CS_OrganizeTeam msg1 = new Protomsg.CS_OrganizeTeam();
        //    msg1.Player1 = GameScene.Singleton.m_MyMainUnit.ControlID;
        //    msg1.Player2 = unit.ControlID;
        //    MyKcp.Instance.SendMsg(GameScene.Singleton.m_ServerName, "CS_OrganizeTeam", msg1);
        //    GRoot.inst.HidePopup(headselect);
        //});

        headselect.GetChild("info").asButton.onClick.Add(() =>
        {
            GRoot.inst.HidePopup(headselect);
            MyInfo myinfo = new MyInfo(unit);
        });
        headselect.GetChild("siliao").asButton.onClick.Add(() =>
        {
            ChatUI.SOpenChatBox("zonghe", unit.Name, unit.ControlID);
            GRoot.inst.HidePopup(headselect);
        });
    }
Ejemplo n.º 24
0
    public void FreshControl()
    {
        //System.Array.Clear(m_MyControlUnit,0, m_MyControlUnit.Length);
        m_MyControlUnit = new List <int>();
        Dictionary <int, UnityEntity> all = UnityEntityManager.Instance.GetAllUnity();

        foreach (var item in all)
        {
            if (item.Value.ControlID == LoginUI.UID)
            {
                m_MyControlUnit.Add(item.Key);



                if (item.Value.IsMain == 1)
                {
                    m_MyMainUnit = item.Value;
                    m_MyMainUnit.MySelefShowGreenCircle(true);
                    DHCameraManager.SetFollowingTarget(item.Value);
                }
            }
        }
    }
Ejemplo n.º 25
0
    public MyInfo(UnityEntity unit)
    {
        AudioManager.Am.Play2DSound(AudioManager.Sound_OpenUI);
        IsDestroy = false;
        this.unit = unit;
        this.InitNetData();
        main         = UIPackage.CreateObject("GameUI", "MyInfo").asCom;
        unitinfo     = main.GetChild("heroInfo").asCom;
        baginfo      = main.GetChild("bag").asCom;
        itemdropinfo = main.GetChild("drop").asCom;
        GRoot.inst.AddChild(main);
        //main.fairyBatching = true;

        Vector2 screenPos      = new Vector2(Screen.width / 2, Screen.height / 2);
        Vector2 logicScreenPos = GRoot.inst.GlobalToLocal(screenPos);

        main.xy = logicScreenPos;

        //main.AddChild()
        Debug.Log("xy:" + main.xy + " screenxy:" + screenPos);

        Init();
        //FreshData();
    }
Ejemplo n.º 26
0
 internal UnityComponent(UnityEntity unityEntity)
 {
     this.unityEntity = unityEntity;
 }
Ejemplo n.º 27
0
 public override void HitBottom(UnityEntity e)
 {
     //DoNothing
 }
Ejemplo n.º 28
0
 public override void HitSide(UnityEntity e, float side)
 {
     //DoNothing
 }
        internal UnityLaserController(UnityEntity unityEntity) : base(unityEntity)
        {
            lineRenderer = unityEntity.gameObject.GetComponentInChildren <LineRenderer>();

            lineMaterial = lineRenderer.material;
        }
Ejemplo n.º 30
0
    float AttackSelectTargetDis = 8;//攻击目标选择范围
    public void PressAttackBtn(int touchstate, Vector2 dir)
    {
        if (m_MyMainUnit == null)
        {
            return;
        }
        //AttackRange
        float showattackrange = AttackSelectTargetDis;

        if (m_MyMainUnit.AttackRange > showattackrange)
        {
            showattackrange = m_MyMainUnit.AttackRange;
        }

        if (touchstate == 1)
        {
            if (m_TargetUnit == null)
            {
                m_TargetUnit = UnityEntityManager.Instance.GetNearestBigEnemy(m_MyMainUnit, showattackrange);
                if (m_TargetUnit == null)
                {
                    m_TargetUnit = UnityEntityManager.Instance.GetNearestEnemy(m_MyMainUnit);
                }
            }
            else
            {
                m_TargetUnit.TargetShow(false);
                m_TargetUnit.TargetShowRedCircle(false);

                if (UnityEntityManager.Instance.CheckIsEnemy(m_TargetUnit, m_MyMainUnit) == false)
                {
                    m_TargetUnit = UnityEntityManager.Instance.GetNearestBigEnemy(m_MyMainUnit, showattackrange);
                    if (m_TargetUnit == null)
                    {
                        m_TargetUnit = UnityEntityManager.Instance.GetNearestEnemy(m_MyMainUnit);
                    }
                }

                //不在范围内都重新寻找
                //如果是普通单位且不在寻找攻击范围内 则重新寻找最近单位
                var dis = Vector2.Distance(new Vector2(m_MyMainUnit.X, m_MyMainUnit.Y), new Vector2(m_TargetUnit.X, m_TargetUnit.Y));
                if (showattackrange < dis)
                {
                    m_TargetUnit = UnityEntityManager.Instance.GetNearestBigEnemy(m_MyMainUnit, showattackrange);
                    if (m_TargetUnit == null)
                    {
                        m_TargetUnit = UnityEntityManager.Instance.GetNearestEnemy(m_MyMainUnit);
                    }
                }
                else
                {
                    //单位类型(1:英雄 2:普通单位 3:远古 4:boss)
                    //如果不是大仇恨敌方单位
                    if (m_TargetUnit.IsBigUnit() == false)
                    {
                        var bigenemy = UnityEntityManager.Instance.GetNearestBigEnemy(m_MyMainUnit, showattackrange);
                        if (bigenemy != null)
                        {
                            m_TargetUnit = bigenemy;
                        }
                        else
                        {
                            //不在攻击范围内
                            if (m_MyMainUnit.AttackRange < dis)
                            {
                                m_TargetUnit = UnityEntityManager.Instance.GetNearestEnemy(m_MyMainUnit);
                            }
                        }
                    }
                }
            }

            if (m_TargetUnit == null)
            {
                return;
            }

            m_TargetUnit.TargetShow(true);
            m_TargetUnit.TargetShowRedCircle(true);
            m_MyMainUnit.ShowSkillAreaLookAt(true, new Vector2(m_TargetUnit.X, m_TargetUnit.Y));
            m_MyMainUnit.ShowOutCircle(true, showattackrange);
        }
        else if (touchstate == 2)
        {
            var target = UnityEntityManager.Instance.GetMinAngleEnemy(m_MyMainUnit, dir, showattackrange);
            if (target != null)
            {
                if (m_TargetUnit != null)
                {
                    m_TargetUnit.TargetShow(false);
                    m_TargetUnit.TargetShowRedCircle(false);
                }
                m_TargetUnit = target;
                m_TargetUnit.TargetShow(true);
                m_TargetUnit.TargetShowRedCircle(true);

                var targetpos = new Vector2(m_MyMainUnit.X, m_MyMainUnit.Y) + (dir.normalized * showattackrange);

                //m_MyMainUnit.ShowSkillAreaLookAt(true, new Vector2(m_TargetUnit.X, m_TargetUnit.Y));
                m_MyMainUnit.ShowSkillAreaLookAt(true, targetpos);
            }
            else
            {
                if (m_TargetUnit != null)
                {
                    m_TargetUnit.TargetShow(true);
                    m_TargetUnit.TargetShowRedCircle(true);
                    var targetpos = new Vector2(m_MyMainUnit.X, m_MyMainUnit.Y) + (dir.normalized * showattackrange);
                    m_MyMainUnit.ShowSkillAreaLookAt(true, targetpos);
                }
            }
        }
        else if (touchstate == 3)
        {
            if (m_TargetUnit == null)
            {
                return;
            }

            Protomsg.CS_PlayerAttack msg1 = new Protomsg.CS_PlayerAttack();
            msg1.IDs.AddRange(m_MyControlUnit);
            msg1.TargetUnitID = m_TargetUnit.ID;
            MyKcp.Instance.SendMsg(m_ServerName, "CS_PlayerAttack", msg1);

            NextAutoAttackTime = 1;

            //Debug.Log("PressAttackBtn");

            m_TargetUnit.TargetShow(false);
            m_MyMainUnit.ShowOutCircle(false, 10);
            m_MyMainUnit.ShowSkillAreaLookAt(false, Vector2.zero);
        }

        return;
    }