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);
    }