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