public override void OnUse() { base.OnUse(); if (this.m_heroProficiency != null) { this.m_heroProficiency.UnInit(); } this.m_heroProficiency = null; this.multiKillNum = 0; this.contiKillNum = 0; this.contiDeadNum = 0; this.bGodMode = false; this.autoRevived = false; byte b = 0; while ((int)b < this.m_talentArr.Length) { this.m_talentArr[(int)b] = 0u; b += 1; } this.m_skinCfgId = 0u; this.m_skinId = 0u; this.bDeadLevelUp = false; this.skillEffectPath = string.Empty; this.CurOpMode = OperateMode.DefaultMode; }
public override void Deactive() { if (this.m_heroProficiency != null) { this.m_heroProficiency.UnInit(); } this.m_heroProficiency = null; base.Deactive(); }
public override void Born(ActorRoot owner) { base.Born(owner); base.actor.MovementComponent = base.actor.CreateLogicComponent <PlayerMovement>(base.actor); base.actor.MatHurtEffect = base.actor.CreateActorComponent <MaterialHurtEffect>(base.actor); base.actor.EffectControl = base.actor.CreateLogicComponent <EffectPlayComponent>(base.actor); base.actor.EquipComponent = base.actor.CreateLogicComponent <EquipComponent>(base.actor); base.actor.ShadowEffect = base.actor.CreateActorComponent <UpdateShadowPlane>(base.actor); VCollisionShape.InitActorCollision(base.actor); base.actor.DefaultAttackModeControl = base.actor.CreateLogicComponent <DefaultAttackMode>(base.actor); base.actor.LockTargetAttackModeControl = base.actor.CreateLogicComponent <LockTargetAttackMode>(base.actor); this.m_heroProficiency = new HeroProficiency(); this.m_heroProficiency.Init(this); }
public override void OnUse() { base.OnUse(); if (this.m_heroProficiency != null) { this.m_heroProficiency.UnInit(); } this.m_heroProficiency = null; this.multiKillNum = 0; this.contiKillNum = 0; this.contiDeadNum = 0; this.bGodMode = false; this.autoRevived = false; for (byte i = 0; i < this.m_talentArr.Length; i = (byte)(i + 1)) { this.m_talentArr[i] = 0; } this.m_skinCfgId = 0; this.m_skinId = 0; }