// 获取当前被动状态aa public sdBaseState GetCurrentPassiveState() { if (_gameActor.GetCurrentHP() <= 0) { return(die); } if (_gameActor._moveVector.sqrMagnitude > 0.001f) { return(run); } return(idle); }
// Update is called once per frame void Update() { current += Time.deltaTime; if (current > Life) { Callback(); GameObject.Destroy(gameObject); } else if (actor != null) { if (actor.GetCurrentHP() <= 0) { Callback(); GameObject.Destroy(gameObject); } } }
// 检查是否进入自动战斗处理aa protected virtual bool IsNeedUpdate() { if (mEnable == false) { return(false); //< 自动战斗被禁用aa } if (mActor == null) { return(false); //< 角色被清除aa } if (mActor.GetCurrentHP() <= 0) { return(false); //< 角色已死亡aa } if (mActor.CheckDebuffState(HeaderProto.ECreatureActionState.CREATURE_ACTION_STATE_STUN)) { return(false); //< 角色进入昏迷状态aa } return(true); }