protected override void OnDead() { base.OnDead(); this.contiKillNum = 0; this.contiDeadNum++; base.actor.SkillControl.SkillUseCache.Clear(); BaseAttackMode currentAttackMode = base.GetCurrentAttackMode(); if (currentAttackMode != null) { currentAttackMode.OnDead(); } }
protected override void OnDead() { base.OnDead(); PoolObjHandle <ActorRoot> poolObjHandle = (!this.myLastAtker) ? this.myLastAtker : this.myLastAtker.get_handle().ActorControl.GetOrignalActor(); if ((poolObjHandle && poolObjHandle.get_handle().TheActorMeta.ActorType == ActorTypeDef.Actor_Type_Hero) || base.IsKilledByHero()) { this.contiKillNum = 0; } this.contiDeadNum++; this.actor.SkillControl.SkillUseCache.Clear(); BaseAttackMode currentAttackMode = this.GetCurrentAttackMode(); if (currentAttackMode != null) { currentAttackMode.OnDead(); } }
protected override void OnDead() { base.OnDead(); if (!this.m_reviveContext.bEnable) { PoolObjHandle <ActorRoot> ptr = this.myLastAtker ? this.myLastAtker.handle.ActorControl.GetOrignalActor() : this.myLastAtker; if ((ptr && ptr.handle.TheActorMeta.ActorType == ActorTypeDef.Actor_Type_Hero) || base.IsKilledByHero()) { this.contiKillNum = 0; } this.contiDeadNum++; } this.actor.SkillControl.SkillUseCache.Clear(); BaseAttackMode currentAttackMode = this.GetCurrentAttackMode(); if (currentAttackMode != null) { currentAttackMode.OnDead(); } }