| | |
| | | _realDir = m_Hero.destForward;
|
| | | }
|
| | |
|
| | | if (!UserInputHandler.isTouched)
|
| | | {
|
| | | if (m_Hero.aiHandler.IsAuto())
|
| | | {
|
| | | if (m_Hero.LockTarget != null)
|
| | | {
|
| | | _realDir = m_Hero.Forward = MathUtility.ForwardXZ(m_Hero.LockTarget.Pos, m_Hero.Pos);
|
| | | }
|
| | | else if (m_Hero.SelectTarget != null)
|
| | | {
|
| | | _realDir = m_Hero.Forward = MathUtility.ForwardXZ(m_Hero.SelectTarget.Pos, m_Hero.Pos);
|
| | | }
|
| | | }
|
| | | }
|
| | |
|
| | | Vector3 _targetPosition = m_Hero.Pos + _realDir * (skill.skillInfo.config.AtkDist * .5f);
|
| | | _targetPosition.y = 0;
|
| | | UnityEngine.AI.NavMeshHit _navMeshHit;
|