public void Destroy(ObjRetinue _this) { if (null != _this.Owner) { _this.Owner.mRetinues.Remove(_this); } ObjNPC.GetImpl().Destroy(_this); }
/// <summary> /// 消失 /// </summary> public void Disapeare(ObjRetinue _this) { if (null != _this.Owner) { _this.Owner.mRetinues.Remove(_this); } ObjNPC.GetImpl().Disapeare(_this); }
/// <summary> /// 死亡时 /// </summary> /// <param name="_this"></param> /// <param name="characterId"></param> /// <param name="viewTime"></param> /// <param name="damage"></param> public void OnDie(ObjRetinue _this, ulong characterId, int viewTime, int damage = 0) { _this.IsSendDie = true; ObjNPC.GetImpl().OnDie(_this, characterId, viewTime, damage); if (_this.Buff != null && _this.Owner != null) { _this.Owner.DeleteBuff(_this.Buff, eCleanBuffType.RetinueDie); } }
public void OnDamage(ObjBoss _this, ObjCharacter enemy, int damage) { ObjNPC.GetImpl().OnDamage(_this, enemy, damage); enemy = enemy.GetRewardOwner(); if (enemy.GetObjType() == ObjType.PLAYER) { var unit = new DamageUnit(); unit.CharacterId = enemy.ObjId; unit.Damage = damage; _this.damageList.Data.Add(unit); } }
/// <summary> /// 复活 /// </summary> public void Relive(ObjRetinue _this, bool byItem = false) { ObjNPC.GetImpl().Relive(_this, byItem); }
/// <summary> /// 重新刷出(注意和复活的区别) /// </summary> public void Respawn(ObjRetinue _this) { ObjNPC.GetImpl().Respawn(_this); }