| | |
| | |
|
| | | m_WillUsedSkillID = skillID;
|
| | |
|
| | | GActorFight _fightTarget = m_Hero.LockTarget as GActorFight;
|
| | |
|
| | | if (_fightTarget != null)
|
| | | {
|
| | | 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;
|
| | |
|
| | | // 找不到可以攻击的目标, 这里直接释放技能
|
| | | if (_fightTarget == null
|
| | | || !_fightTarget.CanAtked()
|
| | | || (_skill.skillInfo.config.Skillactmark == GAStaticDefine.Act_Roll
|
| | | && !m_Hero.IsRushing))
|
| | | {
|
| | | bool _canCast = true;
|
| | |
|
| | | if (m_Hero.SkillMgr.CurCastSkill != null)
|
| | | {
|
| | | if (m_Hero.SkillMgr.CurCastSkill.SkillCompelete == false)
|
| | | {
|
| | | _canCast = false;
|
| | | }
|
| | | }
|
| | |
|
| | | if (_canCast)
|
| | | {
|
| | | if (skillID >= 0 && !IsComAtk(skillID))
|
| | | {
|
| | | DoAttack(_skill);
|
| | | }
|
| | | else
|
| | | {
|
| | | DoCommonAttack();
|
| | | }
|
| | | }
|
| | |
|
| | | m_WillUsedSkillID = -1;
|
| | | return;
|
| | | }
|
| | |
|
| | | if (_skill.skillInfo.config.CastTime > 0)
|
| | | {
|
| | | _skill.CSkillPrepareEnd = false;
|
| | |
| | | {
|
| | | byte _type = (byte)E_HeroAIType.KillUntilDie;
|
| | | KillUntilDieData _data = m_Hero.aiHandler.aiData[_type] as KillUntilDieData;
|
| | | _data.targetServerInstID = m_Hero.SelectTarget.ServerInstID;
|
| | | if (m_Hero.SelectTarget != null)
|
| | | {
|
| | | _data.targetServerInstID = m_Hero.SelectTarget.ServerInstID;
|
| | | }
|
| | | _data.defaultSkillID = m_WillUsedSkillID;
|
| | | m_Hero.aiHandler.currentType = E_HeroAIType.KillUntilDie;
|
| | | }
|
| | |
|
| | | if(OnUserClickSkill != null)
|
| | | if (OnUserClickSkill != null)
|
| | | {
|
| | | OnUserClickSkill(m_WillUsedSkillID);
|
| | | }
|