示例#1
0
        public override TaskStatus OnUpdate()
        {
            //面向target,往死了打
            if (myHero.data.configData.moveable == Moveable.Movable)
            {
                this.transform.LookAt(target.Value.transform);
            }

            if (!myHero.valid)
            {
                return(TaskStatus.Success);
            }

            if (pathFind != null && pathFind.enabled)
            {
                pathFind.enabled = false;
            }

            myHero.Attack();

            //如果没有打到人,空打
//			if (msg == null || msg.Count == 0)
//			{
//				if (myHero.outLog)
//				{
//					ConsoleEx.DebugWarning (this.transform.name + "there is no enemy attacked~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~");
//				}
//				param.Sender = myHero.UniqueID;
//				param.Receiver = 0;
//				param.cmdType = WarMsg_Type.Attack;
//				param.OP = EffectOp.Injury;
//
//				myHero.SendMsg (myHero.UniqueID, param);
//			}
//			else
//			{
//				if (myHero.outLog)
//				{
//					ConsoleEx.DebugWarning (myHero.name + " ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~attck enemy cout :: " + msg.Count);
//				}
//				for (int i = 0; i < msg.Count; i++)
//				{
//					WarSrcAnimParam warParam = msg [i] as WarSrcAnimParam;
//					warParam.cmdType = WarMsg_Type.Attack;
//					myHero.SendMsg (myHero.UniqueID, msg [i]);
//				}
//			}

            return(TaskStatus.Success);
        }
示例#2
0
        public override TaskStatus OnUpdate()
        {
            if (myHero.valid)
            {
                myHero.Attack();

                if (myHero.outLog)
                {
                    ConsoleEx.DebugWarning(myHero.name + " ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ empty attck enemy ");
                }

                return(TaskStatus.Success);
            }
            return(TaskStatus.Failure);
        }