public class PN_FallAndRelease : ProcessNode
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{
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public PN_FallAndRelease(GA_NpcClientFightNorm npc)
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{
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m_Target = npc;
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}
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public sealed override void Init()
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{
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m_Target.dieNoFall = false;
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m_Target.ActorInfo.serverDie = true;
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m_Target.ActorInfo.SyncServerHp = 0;
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m_Target.ActorInfo.ReduceHp(m_Target.ActorInfo.Hp);
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GAMgr.Instance.ServerDie(m_Target.ServerInstID);
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m_Target.Die();
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GAMgr.Instance.DoDelayDie(m_Target);
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if (m_Target.belongEventID != -1)
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{
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ClientSceneManager.Instance.NpcDead(m_Target.belongEventID, m_Target, m_Target.NpcConfig.NPCID);
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}
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var _hero = PlayerDatas.Instance.hero;
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if (_hero != null)
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{
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if (_hero.SelectTarget.ServerInstID == m_Target.ServerInstID)
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{
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_hero.SelectTarget = null;
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}
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}
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#if UNITY_EDITOR
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if (RuntimeLogUtility.s_LogProcessInfo)
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{
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UnityEngine.Debug.LogFormat("执行下落且回收的逻辑");
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}
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#endif
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}
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public sealed override bool IsOver()
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{
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return true;
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}
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public sealed override void UnInit()
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{
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}
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public sealed override void Update()
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{
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}
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}
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