public void OnDead() { SkillSlot slot = null; for (int i = 0; i < 8; i++) { slot = this.SkillSlotArray[i]; if (((slot != null) && (slot.skillChangeEvent != null)) && slot.skillChangeEvent.IsActive()) { slot.skillChangeEvent.Abort(); } } if (this.CurUseSkill != null) { this.CurUseSkill.Stop(); } for (int j = 0; j < this.SpawnedBullets.Count; j++) { BulletSkill skill = this.SpawnedBullets[j]; if (skill.IsDeadRemove) { skill.Stop(); skill.Release(); this.SpawnedBullets.RemoveAt(j); j--; } } }
public void OnDead() { for (int i = 0; i < 10; i++) { SkillSlot skillSlot = this.SkillSlotArray[i]; if (skillSlot != null && skillSlot.skillChangeEvent != null && skillSlot.skillChangeEvent.IsActive()) { skillSlot.skillChangeEvent.Abort(); } } if (this.CurUseSkill != null) { this.CurUseSkill.Stop(); } for (int j = 0; j < this.SpawnedBullets.get_Count(); j++) { BulletSkill bulletSkill = this.SpawnedBullets.get_Item(j); if (bulletSkill.IsDeadRemove) { bulletSkill.Stop(); bulletSkill.Release(); this.SpawnedBullets.RemoveAt(j); j--; } } }
public void OnDead() { if (this.CurUseSkill != null) { this.CurUseSkill.Stop(); } for (int i = 0; i < this.SpawnedBullets.Count; i++) { BulletSkill skill = this.SpawnedBullets[i]; if (skill.IsDeadRemove) { skill.Stop(); skill.Release(); this.SpawnedBullets.RemoveAt(i); i--; } } }