public bool ActionTryAttack(int skillID, Actor skillTarget, bool isSyncPosValidate, Vector3 syncPos) { AttackAction action = Owner.ActionControl.AddAction(ActorAction.ENType.enAttackAction) as AttackAction; if (null == action) { return(false); } Owner.SkillControl.AddSkill(skillID, Owner); int targetID = 0; if (skillTarget != null && !skillTarget.IsDead) { targetID = skillTarget.ID; } action.InitImpl(skillID, targetID, isSyncPosValidate, syncPos); //添加怒气值 Actor.ActorSkillInfo info = Owner.SkillBag.Find(item => item.SkillTableInfo.ID == skillID); if (info != null) { Owner.CurrentRage += info.SkillTableInfo.GenerateRagePoint; Owner.CurrentRage -= info.SkillTableInfo.CostRagePoint; } return(true); }