// 执行普通死亡 public void execHurt(ImmeDieItem item) { LinkEffect effect = null; effect = m_being.effectControl.addLinkEffect(item.dieEffectId); // 死亡特效 effect.addEffectPlayEndHandle(item.onHurtExecEnd); }
public ImmeHurtItemBase createItem(EImmeHurtType type) { ImmeHurtItemBase ret = null; if (EImmeHurtType.eCommon == type) { ret = new ImmeComHurtItem(type); ret.delayTime = ImmeAttackItemBase.ComAttMoveTime; } else if (EImmeHurtType.eSkill == type) { ret = new ImmeSkillHurtItem(type); ret.delayTime = 1; // 技能攻击延迟时间有技能攻击飞行特效的时间决定,这里赋值一个默认的值 } else if (EImmeHurtType.eDie == type) { ret = new ImmeDieItem(type); } m_hurtList.Add(ret); ret.hurtExecEndDisp.addEventHandle(onOneHurtExecEnd); return(ret); }
public ImmeHurtItemBase createItem(EImmeHurtType type) { ImmeHurtItemBase ret = null; if (EImmeHurtType.eCommon == type) { ret = new ImmeComHurtItem(type); ret.delayTime = ImmeAttackItemBase.ComAttMoveTime; } else if (EImmeHurtType.eSkill == type) { ret = new ImmeSkillHurtItem(type); ret.delayTime = 1; // 技能攻击延迟时间有技能攻击飞行特效的时间决定,这里赋值一个默认的值 } else if (EImmeHurtType.eDie == type) { ret = new ImmeDieItem(type); } m_hurtList.Add(ret); ret.hurtExecEndDisp.addEventHandle(onOneHurtExecEnd); return ret; }