| | |
| | | {
|
| | | _fightTarget = m_Hero.SelectTarget as GActorFight;
|
| | |
|
| | | if (_fightTarget != null && _fightTarget.CanAtked())
|
| | | {
|
| | | m_Hero.LockTarget = m_Hero.SelectTarget;
|
| | | }
|
| | | else
|
| | | if (_fightTarget == null || !_fightTarget.CanAtked())
|
| | | {
|
| | | float _range = m_Hero.JobSetup.SearchEnemyDist * Constants.F_DELTA;
|
| | | m_Hero.LockTarget = m_Hero.SelectTarget = GAMgr.Instance.FindAtkTarget(m_Hero.Pos, _range, 360);
|
| | | m_Hero.SelectTarget = GAMgr.Instance.FindAtkTarget(m_Hero.Pos, _range, 360);
|
| | | _fightTarget = m_Hero.SelectTarget as GActorFight;
|
| | | }
|
| | | }
|