public void Next(float pastRound, bool tileMatching)//附带判断地形因素 { roundPast++; pastRoundTotal += pastRound; HpBar.Update(); SkillAssistant.CheckAuroState(this, tileMatching); if (pastRoundTotal >= 1) { pastRoundTotal -= 1; HpBar.OnRound(); if (WeaponId > 0) { Weapon.OnRound(); } } BuffManager.BuffCount(); if (SkillManager.CheckSpecial(pastRound)) { return;//特殊技能触发 } aiController.CheckAction(); }