private List <GameObject> FiltStateObjects(List <GameObject> objects) { List <GameObject> result = new List <GameObject>(); if (objects == null) { return(result); } foreach (GameObject obj in objects) { if (m_IsFiltSupperArmer) { if (GrabTargetTrigger.IsGameObjectSupperArmer(obj)) { continue; } } BeHitState state = SkillDamageManager.GetBeHitState(obj); if (!IsFiltState(state)) { result.Add(obj); } } return(result); }
public override ISkillTriger Clone() { GrabTargetTrigger copy = new GrabTargetTrigger(); copy.m_StartTime = m_StartTime; copy.m_IsGrab = m_IsGrab; copy.m_SourceNode = m_SourceNode; copy.m_TargetNode = m_TargetNode; copy.m_UpdateTime = m_UpdateTime; return(copy); }