/// <summary> /// 死亡时 /// </summary> /// <param name="_this"></param> /// <param name="characterId"></param> /// <param name="delayView"></param> /// <param name="damage"></param> public void OnDie(AutoPlayer _this, ulong characterId, int delayView, int damage = 0) { var replyMsg = new BuffResultMsg(); replyMsg.buff.Add(new BuffResult { TargetObjId = _this.ObjId, Type = BuffType.HT_DIE, ViewTime = Extension.AddTimeDiffToNet(delayView) }); _this.BroadcastBuffList(replyMsg); _this.Skill.StopCurrentSkill(); _this.RemoveMeFromOtherEnemyList(); _this.ClearEnemy(); //Drop.MonsterKill(this, characterId); try { _this.Scene.OnNpcDie(_this, characterId); } catch (Exception e) { Logger.Error(e); } _this.EnterState(BehaviorState.Die); //mTrigger = SceneServerControl.Timer.CreateTrigger(DateTime.Now.AddMilliseconds(TableNpc.CorpseTime), Disapeare); try { _this.Script.OnDie(_this, characterId, delayView, damage); } catch (Exception e) { Logger.Error(e); } }