| | |
| | | private Vector3 m_StartBeatPos;
|
| | | private float m_Factor;
|
| | | private float m_BeatStartTime;
|
| | | protected bool m_Beating;
|
| | | public bool BeBeating { get; protected set; }
|
| | | private Vector3 m_BeatDirection;
|
| | | private bool m_PushOrPull;
|
| | | private uint m_AttackerSID;
|
| | |
| | |
|
| | | m_StartBeatPos = Pos;
|
| | | m_BeatStartTime = Time.time;
|
| | | m_Beating = true;
|
| | | BeBeating = true;
|
| | | needSyncGroundHeight = false;
|
| | | }
|
| | |
|
| | | private void UpdateBeatBack()
|
| | | {
|
| | | if (!m_Beating)
|
| | | if (!BeBeating)
|
| | | {
|
| | | return;
|
| | | }
|
| | |
| | | || m_BeatCurve == null
|
| | | || ActorInfo.serverDie)
|
| | | {
|
| | | m_Beating = false;
|
| | | BeBeating = false;
|
| | | return;
|
| | | }
|
| | |
|
| | |
| | |
|
| | | if (_attacker == null)
|
| | | {
|
| | | m_Beating = false;
|
| | | BeBeating = false;
|
| | | return;
|
| | | }
|
| | |
|
| | |
| | | {
|
| | | _end = _attacker.Pos - m_BeatDirection * m_LimitDistance;
|
| | | needSyncGroundHeight = true;
|
| | | m_Beating = false;
|
| | | BeBeating = false;
|
| | | }
|
| | | }
|
| | |
|
| | |
| | | if (Time.time - m_BeatStartTime > m_BeatTime)
|
| | | {
|
| | | needSyncGroundHeight = true;
|
| | | m_Beating = false;
|
| | | BeBeating = false;
|
| | | }
|
| | | }
|
| | |
|