/// <summary> /// 判断人物是否可以受击 /// </summary> /// <param name="damageBody"></param> /// <returns></returns> public virtual bool OnCanDamage(DamageBody damageBody) { return(true); }
public void OnAfterDamage(DamageBody damageBody) { m_baseRole.OnAfterDamage(damageBody); }
public void OnSeparationDamage(DamageBody damageBody) { m_baseRole.OnSeparationDamage(damageBody); }
/// <summary> /// 判断该伤害体是否可以造成伤害 /// </summary> /// <param name="damageBody"></param> /// <returns></returns> public bool OnCanDamage(DamageBody damageBody) { // 如不伤害友军?等等 return(m_baseRole.OnCanDamage(damageBody));; }