// Update is called once per frame void Update() { if (actor != null) { foreach (DictionaryEntry e in actor.Property) { sdConfDataMgr.SetMemberValue(this, e.Key as string, e.Value); } } { List <sdBuff> lstBuff = actor.GetBuffs(); if (lstBuff.Count > 0) { Hashtable table = (Hashtable)sdConfDataMgr.Instance().GetTable("buff"); if (buff == null) { buff = new string[lstBuff.Count]; } if (buff.Length != lstBuff.Count) { buff = new string[lstBuff.Count]; } for (int i = 0; i < lstBuff.Count; i++) { sdBuff sbuff = lstBuff[i]; int id = sbuff.GetTemplateID(); Hashtable prop = table[id.ToString()] as Hashtable; buff[i] = id.ToString() + "_" + prop["szName[ROLE_NAME_LEN]"] as string + "_" + prop["szDescription[DESCRIPTION_LEN]"] as string; } } else { buff = null; } } STAY = actor.CheckDebuffState(HeaderProto.ECreatureActionState.CREATURE_ACTION_STATE_STAY); HOLD = actor.CheckDebuffState(HeaderProto.ECreatureActionState.CREATURE_ACTION_STATE_HOLD); STUN = actor.CheckDebuffState(HeaderProto.ECreatureActionState.CREATURE_ACTION_STATE_STUN); LIMIT_SKILL = actor.CheckDebuffState(HeaderProto.ECreatureActionState.CREATURE_ACTION_STATE_LIMIT_SKILL); UNBEAT = actor.CheckDebuffState(HeaderProto.ECreatureActionState.CREATURE_ACTION_STATE_UNBEAT); KNOCKBACK = actor.CheckDebuffState(HeaderProto.ECreatureActionState.CREATURE_ACTION_STATE_KNOCKBACK); }