public override void StopNav() { m_cornersIdx = 1; isMovingToTarget = false; m_isMovingOn = false; TimerHeap.DelTimer(m_timerIdForNav); }
/// <summary> /// 清除技能,到Idle状态 /// </summary> /// <param name="remove"></param> /// <param name="naturalEnd"></param> public virtual void ClearSkill(bool remove = false, bool naturalEnd = false) { TimerHeap.DelTimer(hitTimerID); TimerHeap.DelTimer(delayAttackTimerID); if (currSpellID != -1) { if (SkillAction.dataMap.ContainsKey(currHitAction) && remove) { RemoveSfx(currHitAction); } SkillData data; if (SkillData.dataMap.TryGetValue(currSpellID, out data) && remove) { foreach (var action in data.skillAction) { RemoveSfx(action); } } currHitAction = -1; } hitTimer.Clear(); GameMotor theMotor = motor; if (Transform) { theMotor.enableStick = true; theMotor.enableRotation = true; theMotor.SetExtraSpeed(0); theMotor.SetMoveDirection(Vector3.zero); } ChangeMotionState(MotionState.IDLE); currSpellID = -1; }