| | |
| | |
|
| | | m_WillUsedSkillID = skillID;
|
| | |
|
| | | GActorFight _fightTarget = m_Hero.SelectTarget as GActorFight;
|
| | | 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())
|
| | | {
|
| | |
| | | else
|
| | | {
|
| | | float _range = m_Hero.JobSetup.SearchEnemyDist * Constants.F_DELTA;
|
| | | GActorFight _findTarget = GAMgr.Instance.FindAtkTarget(m_Hero.Pos, _range, 360);
|
| | | m_Hero.LockTarget = m_Hero.SelectTarget = _findTarget;
|
| | | m_Hero.LockTarget = m_Hero.SelectTarget = GAMgr.Instance.FindAtkTarget(m_Hero.Pos, _range, 360);
|
| | | }
|
| | | }
|
| | |
|
| | | _fightTarget = m_Hero.LockTarget as GActorFight;
|
| | | _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
|
| | |
| | | _hitTestLimit = 10;
|
| | | }
|
| | | E_SkillCastType _castType = (E_SkillCastType)(skill.skillInfo.config.Tag % 10);
|
| | | E_SkillCastTarget _targetType = (E_SkillCastTarget)(skill.skillInfo.config.Tag / 10);
|
| | |
|
| | | if (UserInputHandler.isTouched)
|
| | | {
|
| | |
| | | skill.targetPosition = m_Hero.Pos;
|
| | | }
|
| | |
|
| | | if (_targetType == E_SkillCastTarget.CanAttacked)
|
| | | {
|
| | | if (m_Hero.SelectTarget != null)
|
| | | {
|
| | | if (StatusMgr.Instance.IsInvincible(m_Hero.SelectTarget.ServerInstID))
|
| | | {
|
| | | GAStaticDefine.PopHp(m_Hero, m_Hero.SelectTarget, (int)HurtAttackType.Immune, 0);
|
| | | }
|
| | | }
|
| | | }
|
| | |
|
| | | // 判断当前目标是否可以加入可攻击列表中
|
| | | if (m_Hero.LockTarget is GA_NpcClientFightNorm)
|
| | | {
|