public override void ResetAllMembers() { animatorCtrl = null; m_startTick = 0; m_endTick = 0; base.ResetAllMembers(); }
public override bool Begin() { if (!aniRepConfig || null == EffectParam) { return(false); } base.Begin(); uint tick = GameLogicAPI.getTickCount(); m_startTick = (uint)aniRepConfig.nStartTick + tick; m_endTick = (uint)aniRepConfig.nEndTick + tick; m_bStartedEffect = false; if (!EffectParam.srcObject) { //创建失败,要进行回收,要不然缓存无法更新 LightingEffectBehavior temp = this; LightingEffectFactory.Instance.CacheEffectBehavior(ref temp); return(false); } CreatureStateMachine state = GetStateMachine(EffectParam.nSrcEntityID) as CreatureStateMachine; if (state == null) { //创建失败,要进行回收,要不然缓存无法更新 LightingEffectBehavior temp = this; LightingEffectFactory.Instance.CacheEffectBehavior(ref temp); return(false); } animatorCtrl = state.animatorCtrl; if (animatorCtrl == null) { //创建失败,要进行回收,要不然缓存无法更新 LightingEffectBehavior temp = this; LightingEffectFactory.Instance.CacheEffectBehavior(ref temp); return(false); } return(true); }