// 更新(继承自sdBaseTrigger) protected override void Update() { base.Update(); tickFrame(); // 设置战斗系统攻击目标aa PVPAutoFight kPVPAutoFight = mAutoFight as PVPAutoFight; if (kPVPAutoFight != null) { if (kPVPAutoFight.Target == null) { kPVPAutoFight.Target = sdGameLevel.instance.mainChar; } } }
// 初始化aa public new bool init(sdGameActorCreateInfo kInfo) { base.init(kInfo); // 设置角色初始朝向aa mFaceDirection = transform.rotation * Vector3.forward; // 初始化技能树aas CreateSkill_Action(kInfo.mJob); // 初始化基本属性表aa mBaseProperty = sdConfDataMgr.CloneHashTable(sdPVPManager.Instance.PVPBaseProperty); Property = sdConfDataMgr.CloneHashTable(sdPVPManager.Instance.PVPBaseProperty); // 每次进图满血满蓝aa if (Property.ContainsKey("HP") && Property.ContainsKey("MaxHP")) { Property["HP"] = Property["MaxHP"]; } if (Property.ContainsKey("SP") && Property.ContainsKey("MaxSP")) { Property["SP"] = Property["MaxSP"]; } // 初始化角色装备表aa SetItemInfo(sdPVPManager.Instance.PVPItemProperty); // 初始化角色技能表aa SetSkillInfo(sdPVPManager.Instance.PVPSkillProperty); // 宠物战队Buffaa List <int> kBuffList = sdPVPManager.Instance.GetPetGroupBuff(this); if (kBuffList != null) { foreach (int iBuffId in kBuffList) { AddBuff(iBuffId, 0, this); } } // 加载角色动画aa LoadAnimationFile(kInfo.mJob); // 自动战斗系统aa { PVPAutoFight kPVPAutoFight = new PVPAutoFight(); sdSkill kSkill = skillTree.getSkill(1001); if (kSkill != null) { sdBaseState kState = kSkill.actionStateList[0]; int iCastDistance = (int)kState.stateData["CastDistance"]; kPVPAutoFight.BattleDistance = (iCastDistance) * 0.001f; } mAutoFight = kPVPAutoFight; mAutoFight.SetActor(this); } return(true); }