/// <summary> /// 释放动作 /// </summary> public override bool Cast(RoleActor target, SkillActive skill) { if (!base.Cast(target, skill)) { return(false); } RoleActor owner = skill.Owner; if (null == owner || null == target || owner == target) { return(false); } AttackImpact impact = new AttackImpact(); impact.Init(skill, target); impact.Run(); if (impact.HitType == eHitType.Miss) { return(false); } switch (owner.GameType) { case eActorGameType.Player: { } break; case eActorGameType.Npc: { } break; } return(true); }