using UnityEngine;
|
|
public class Status_InVisible : Status_Base
|
{
|
public sealed override void Init(H0605_tagObjAddBuff data)
|
{
|
base.Init(data);
|
|
GActorNpcFight _npcFight = GAMgr.Instance.GetBySID(data.ObjID) as GActorNpcFight;
|
if (_npcFight != null)
|
{
|
_npcFight.ShowOrHideModel(false);
|
_npcFight.ReleaseName();
|
_npcFight.ReleaseLifeBar();
|
|
GA_Hero _hero = PlayerDatas.Instance.hero;
|
if (_hero != null)
|
{
|
if (_hero.SelectTarget == _npcFight)
|
{
|
_hero.SelectTarget = null;
|
_hero.LockTarget = null;
|
}
|
}
|
}
|
}
|
|
public sealed override void Update()
|
{
|
}
|
|
public sealed override void UnInit(uint objId, byte buffType)
|
{
|
GActorNpcFight _npcFight = GAMgr.Instance.GetBySID(h0605.ObjID) as GActorNpcFight;
|
if (_npcFight != null && !_npcFight.ActorInfo.serverDie)
|
{
|
_npcFight.ShowOrHideModel(true);
|
}
|
|
base.UnInit(objId, buffType);
|
}
|
}
|