//When soldier die town must use this remove solider public void RemoveSoliderInEffectedSoldier(Soldier solider) { effectedSoldier.Remove(solider); }
public override void Initialize(long id, Soldier owner, UnitSkillData skillProto, int index) { base.Initialize(id, owner, skillProto, index); attributeEffect = new List <AttributeEffect>(); }
public SoldierFsmIdle(Soldier soldier) { owner = soldier; stateListener = owner.stateListener; }
public override void Initialize(long id, Soldier owner, UnitSkillsProto.UnitSkill skillProto, int index) { base.Initialize(id, owner, skillProto, index); handleOwnerMove = true; }
public SimSoldierFsmWalk(Soldier soldier) : base(soldier) { owner = soldier; }
public override void Initialize(long id, Soldier owner, UnitSkill skillProto, int index) { base.Initialize(id, owner, skillProto, index); attributeEffectOwnerDic = new Dictionary <long, List <AttributeEffect> >(); }