Пример #1
0
        protected override void OnDead()
        {
            base.OnDead();
            this.contiKillNum = 0;
            this.contiDeadNum++;
            base.actor.SkillControl.SkillUseCache.Clear();
            BaseAttackMode currentAttackMode = base.GetCurrentAttackMode();

            if (currentAttackMode != null)
            {
                currentAttackMode.OnDead();
            }
        }
Пример #2
0
        protected override void OnDead()
        {
            base.OnDead();
            PoolObjHandle <ActorRoot> poolObjHandle = (!this.myLastAtker) ? this.myLastAtker : this.myLastAtker.get_handle().ActorControl.GetOrignalActor();

            if ((poolObjHandle && poolObjHandle.get_handle().TheActorMeta.ActorType == ActorTypeDef.Actor_Type_Hero) || base.IsKilledByHero())
            {
                this.contiKillNum = 0;
            }
            this.contiDeadNum++;
            this.actor.SkillControl.SkillUseCache.Clear();
            BaseAttackMode currentAttackMode = this.GetCurrentAttackMode();

            if (currentAttackMode != null)
            {
                currentAttackMode.OnDead();
            }
        }
        protected override void OnDead()
        {
            base.OnDead();
            if (!this.m_reviveContext.bEnable)
            {
                PoolObjHandle <ActorRoot> ptr = this.myLastAtker ? this.myLastAtker.handle.ActorControl.GetOrignalActor() : this.myLastAtker;
                if ((ptr && ptr.handle.TheActorMeta.ActorType == ActorTypeDef.Actor_Type_Hero) || base.IsKilledByHero())
                {
                    this.contiKillNum = 0;
                }
                this.contiDeadNum++;
            }
            this.actor.SkillControl.SkillUseCache.Clear();
            BaseAttackMode currentAttackMode = this.GetCurrentAttackMode();

            if (currentAttackMode != null)
            {
                currentAttackMode.OnDead();
            }
        }