示例#1
0
    // 切换目标aa
    public void OnChangeTarget(sdActorInterface kActor, sdActorInterface kPreviousTarget, sdActorInterface kTarget)
    {
        mPreviousTarget = kPreviousTarget;
        mTarget         = kTarget;

        mBehaviourStateEventType = EBehaviourStateEventType.enBSET_Target;              //< 当次事件类型aa
    }
示例#2
0
    // 被召唤回调aa
    public void OnSummoned(sdActorInterface kActor)
    {
        mSummonedCount += 1;

        mMaxHP       = kActor.GetMaxHP();
        mPreviousHP  = mMaxHP;
        mAccumHurtHP = 0;

        mBehaviourStateEventType = EBehaviourStateEventType.enBSET_Summoned;        //< 当次事件类型aa
    }
示例#3
0
    // 血量改变回调aa
    public void OnAddHP(sdActorInterface kActor, int iHP)
    {
        mPreviousHP = kActor.GetCurrentHP();
        mChangeHP   = iHP;

        if (iHP < 0)
        {
            mAccumHurtHP += iHP;                                       //< 只计算伤害量aa
        }
        mBehaviourStateEventType = EBehaviourStateEventType.enBSET_HP; //< 当次事件类型aa
    }
示例#4
0
    // 获取状态aa
    public void OnAddDebuffState(sdActorInterface kActor, HeaderProto.ECreatureActionState eState)
    {
        mState = eState;

        mBehaviourStateEventType = EBehaviourStateEventType.enBSET_Buff;                //< 当次事件类型aa
    }
示例#5
0
    // 死亡回调aa
    public void OnKilled(sdActorInterface kActor)
    {
        mKilledCount += 1;

        mBehaviourStateEventType = EBehaviourStateEventType.enBSET_Killed;              //< 当次事件类型aa
    }