protected override void onDie(AttackerAttr killerAttr, ImpactDamageType impactDamageType) { base.onDie(killerAttr, impactDamageType); if (mBloodNode != null) { mBloodNode.Hide(); } int xx = GetHP(); Scene.OnCropsDie(); }
protected override void onDie(AttackerAttr killerAttr, ImpactDamageType impactDamageType) { if (mRes.bossHpUnit > 0) { BossBloodUIManager.Instance.ChangeHp(mRes.name, mRes.headicon, GetLevel(), 0, GetMaxHP(), mRes.bossHpUnit, IsFury()); GameScene scene = mScene as GameScene; if (scene != null) { scene.BossDeadPos = GetPosition(); } } if (mBloodNode != null) { mBloodNode.Hide(); } base.onDie(killerAttr, impactDamageType); }
public void ReleaseBloodUI(BloodNode node) { node.Hide(); mCacheQueue.Enqueue(node); }