public override void OnGetResult(IResult result, IResultControl control)
    {
        base.OnGetResult(result, control);
        if (result.ClassID == (int)ENResult.Dead)
        {//死亡目标是自己,所以在OnGetResult
            BuffInfo info = GameTable.BuffTableAsset.Lookup(BuffID);
            foreach (var item in info.BuffResultList)
            {
                if (item.ID == (int)ClassID)
                {
                    //设置死亡result的复活
                    ResultDead rd = result as ResultDead;
                    rd.m_isRelive = true;

                    IsNeedTick        = true;
                    m_reliveDuration  = item.ParamList[0];//第一个参数为复活的时间
                    m_reliveStartTime = Time.time;
                }
            }
        }
    }
    public override void OnGetResult(IResult result, IResultControl control)
    {
        base.OnGetResult(result, control);
        switch (m_type)
        {
        case ENOutlawDeathType.enDead:
        {
            if (result.ClassID == (int)ENResult.Dead)
            {
                //设置死亡Result返回标志位
                ResultDead rd = result as ResultDead;
                rd.m_offExec = true;
                //设置当前人物的血量
                ActorManager.Singleton.Lookup(TargetID).Props.SetProperty_Int32(ENProperty.hp, 1);
            }
        }
        break;

        default:
            break;
        }
    }