| Fight/Actor/AI/Process/PN_DieNoFall.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Fight/Actor/AI/Process/PN_FallAndRelease.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 |
Fight/Actor/AI/Process/PN_DieNoFall.cs
@@ -8,8 +8,6 @@ public sealed override void Init() { m_Target.dieNoFall = true; m_Target.ActorInfo.SyncServerHp = 0; m_Target.ActorInfo.ReduceHp(GActorInfo.FullHp); m_Target.Die(); #if UNITY_EDITOR if (RuntimeLogUtility.s_LogProcessInfo) Fight/Actor/AI/Process/PN_FallAndRelease.cs
@@ -9,6 +9,8 @@ { m_Target.dieNoFall = false; m_Target.ActorInfo.serverDie = true; m_Target.ActorInfo.SyncServerHp = 0; m_Target.ActorInfo.ReduceHp(GActorInfo.FullHp); GAMgr.Instance.ServerDie(m_Target.ServerInstID); m_Target.Die(); GAMgr.Instance.DoDelayDie(m_Target);