public class PN_HpPer : ProcessNode
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{
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private float m_Per;
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public PN_HpPer(GA_NpcClientFightNorm npc, int per)
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{
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m_Target = npc;
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intParam = per;
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m_Per = intParam * Constants.F_BETA;
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}
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public override void Init()
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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("开始等待血量下降到: {0}", m_Target.ActorInfo.RealMaxHp * m_Per);
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}
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#endif
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}
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public override bool IsOver()
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{
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return m_Target.ActorInfo.RealHp <= (ulong)(m_Target.ActorInfo.RealMaxHp * m_Per);
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}
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public override void UnInit()
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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("血量下降到: {0} 了", m_Target.ActorInfo.RealHp);
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}
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#endif
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}
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public override void Update()
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{
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}
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}
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