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