Esempio n. 1
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 public void Destroy(ObjRetinue _this)
 {
     if (null != _this.Owner)
     {
         _this.Owner.mRetinues.Remove(_this);
     }
     ObjNPC.GetImpl().Destroy(_this);
 }
Esempio n. 2
0
 /// <summary>
 ///     消失
 /// </summary>
 public void Disapeare(ObjRetinue _this)
 {
     if (null != _this.Owner)
     {
         _this.Owner.mRetinues.Remove(_this);
     }
     ObjNPC.GetImpl().Disapeare(_this);
 }
Esempio n. 3
0
 /// <summary>
 ///     死亡时
 /// </summary>
 /// <param name="_this"></param>
 /// <param name="characterId"></param>
 /// <param name="viewTime"></param>
 /// <param name="damage"></param>
 public void OnDie(ObjRetinue _this, ulong characterId, int viewTime, int damage = 0)
 {
     _this.IsSendDie = true;
     ObjNPC.GetImpl().OnDie(_this, characterId, viewTime, damage);
     if (_this.Buff != null && _this.Owner != null)
     {
         _this.Owner.DeleteBuff(_this.Buff, eCleanBuffType.RetinueDie);
     }
 }
Esempio n. 4
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 public void OnDamage(ObjBoss _this, ObjCharacter enemy, int damage)
 {
     ObjNPC.GetImpl().OnDamage(_this, enemy, damage);
     enemy = enemy.GetRewardOwner();
     if (enemy.GetObjType() == ObjType.PLAYER)
     {
         var unit = new DamageUnit();
         unit.CharacterId = enemy.ObjId;
         unit.Damage      = damage;
         _this.damageList.Data.Add(unit);
     }
 }
Esempio n. 5
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 /// <summary>
 ///     复活
 /// </summary>
 public void Relive(ObjRetinue _this, bool byItem = false)
 {
     ObjNPC.GetImpl().Relive(_this, byItem);
 }
Esempio n. 6
0
 /// <summary>
 ///     重新刷出(注意和复活的区别)
 /// </summary>
 public void Respawn(ObjRetinue _this)
 {
     ObjNPC.GetImpl().Respawn(_this);
 }