/** 清理战斗AI数据 */ public void clearFightAI() { _fightState = UnitAIFightStateType.Idle; _pursueUnit.clear(); _pursueSkill = null; _pursueDistanceSq = 0f; _pursueSkillTarget = null; }
public override void dispose() { base.dispose(); clearFightAI(); _anchorPos.clear(); _anchorUnit.clear(); _isAnchorUseUnit = false; _wanderWaitTime = -1; _isWandering = false; _fightUnitConfig = null; _fightLogic = null; _unitSkills = null; _defaultSkill = null; }
/** 清空当前数据 */ private void clearCurrentCommand() { _commandType = UnitAICommandType.None; _commandOver = null; _commandSkillData = null; _commandSkillTargetData = null; _commandMoveType = UnitMoveType.Run; _commandUnit.clear(); }