public virtual void OnOwnerMakeDamage(ObjRetinue _this, ObjCharacter target, int damage) { if (null == target) { return; } if (target.ObjId == _this.ObjId || target.ObjId == _this.Owner.ObjId) { return; } _this.AddEnemy(target.ObjId); _this.EnterState(BehaviorState.Combat); }
public virtual void OnOwnerReceiveDamage(ObjRetinue _this, ObjCharacter enemy, int damage) { if (null == enemy) { return; } if (enemy.ObjId == _this.ObjId || enemy.ObjId == _this.Owner.ObjId) { return; } _this.AddEnemy(enemy.ObjId); _this.EnterState(BehaviorState.Combat); }