| | |
| | | _skill.CSkillPrepareEnd = false;
|
| | | }
|
| | |
|
| | | GActorFight _fightTarget = m_Hero.LockTarget as GActorFight;
|
| | |
|
| | | if (_fightTarget != null && _fightTarget.CanAtked())
|
| | | {
|
| | | m_Hero.SelectTarget = _fightTarget;
|
| | | }
|
| | | else
|
| | | {
|
| | | _fightTarget = m_Hero.SelectTarget as GActorFight;
|
| | |
|
| | | if (_fightTarget != null && _fightTarget.CanAtked())
|
| | | {
|
| | | m_Hero.LockTarget = m_Hero.SelectTarget;
|
| | | }
|
| | | else
|
| | | {
|
| | | float _range = m_Hero.JobSetup.SearchEnemyDist * Constants.F_DELTA;
|
| | | m_Hero.LockTarget = m_Hero.SelectTarget = GAMgr.Instance.FindAtkTarget(m_Hero.Pos, _range, 360);
|
| | | _fightTarget = m_Hero.SelectTarget as GActorFight;
|
| | | }
|
| | | }
|
| | |
|
| | |
|
| | | if (m_Hero.aiHandler.currentType == E_HeroAIType.None)
|
| | | {
|
| | | byte _type = (byte)E_HeroAIType.KillUntilDie;
|
| | | KillUntilDieData _data = m_Hero.aiHandler.aiData[_type] as KillUntilDieData;
|
| | | if (m_Hero.SelectTarget != null)
|
| | | if (_fightTarget != null)
|
| | | {
|
| | | _data.targetServerInstID = m_Hero.SelectTarget.ServerInstID;
|
| | | _data.targetServerInstID = _fightTarget.ServerInstID;
|
| | | }
|
| | | _data.defaultSkillID = m_WillUsedSkillID;
|
| | | m_Hero.aiHandler.currentType = E_HeroAIType.KillUntilDie;
|