/// <summary> /// 释放技能主逻辑 /// </summary> protected override bool ReleaseSkill(ref List <Life> RoleList, ref int nAttackIndex) { bool IsRelease = false; if (RoleList.Count > 0) { m_bCDOver = false; IsRelease = true; foreach (Life w in RoleList) { Role flyRole = w as Role; SkillReleaseInfo Info = m_Skill.SkillRelease(this, flyRole, null, m_Skill.PropSkillInfo); if (flyRole != null) { flyRole.ApplyDamage(Info, m_thisT); if (flyRole.m_Status != null && flyRole.m_Status.HaveState(StatusType.ClickFly) == true) { flyRole.HitFly(m_dir, 3f, 0.1f); } } } } return(IsRelease); }