| | |
| | | {
|
| | | if (m_Hero.aiHandler.IsAuto())
|
| | | {
|
| | | if (m_Hero.LockTarget != null)
|
| | | GActorFight _fight = m_Hero.LockTarget as GActorFight;
|
| | | if (_fight != null && _fight.CanAtked())
|
| | | {
|
| | | _realDir = m_Hero.Forward = MathUtility.ForwardXZ(m_Hero.LockTarget.Pos, m_Hero.Pos);
|
| | | }
|
| | |
| | | if (skill.skillInfo.config.Skillactmark != GAStaticDefine.Act_Roll
|
| | | && skill.skillInfo.config.AtkType != (int)E_AtkType.FlashMove)
|
| | | {
|
| | | if (m_Hero.LockTarget != null)
|
| | | GActorFight _fight = m_Hero.LockTarget as GActorFight;
|
| | | if (m_Hero.LockTarget != null && _fight.CanAtked())
|
| | | {
|
| | | skill.targetPosition = m_Hero.LockTarget.Pos;
|
| | | }
|
| | |
| | | {
|
| | | Vector3 _dir;
|
| | | float _radius = 0.5f;
|
| | | if (m_Hero.LockTarget != null)
|
| | | GActorFight _fight = m_Hero.LockTarget as GActorFight;
|
| | | if (m_Hero.LockTarget != null && _fight.CanAtked())
|
| | | {
|
| | | GActorNpcFight _npcFight = m_Hero.LockTarget as GActorNpcFight;
|
| | | if (_npcFight != null)
|