using UnityEngine; public class Status_InVisible : Status_Base { public sealed override void Init(H0605_tagObjAddBuff data) { base.Init(data); GActorNpcFight _npcFight = GAMgr.Instance.GetBySID(data.ObjID) as GActorNpcFight; if (_npcFight != null) { _npcFight.ShowOrHideModel(false); _npcFight.ReleaseName(); _npcFight.ReleaseLifeBar(); GA_Hero _hero = PlayerDatas.Instance.hero; if (_hero != null) { if (_hero.SelectTarget == _npcFight) { _hero.SelectTarget = null; _hero.LockTarget = null; } } } } public sealed override void Update() { } public sealed override void UnInit(uint objId, byte buffType) { GActorNpcFight _npcFight = GAMgr.Instance.GetBySID(h0605.ObjID) as GActorNpcFight; if (_npcFight != null && !_npcFight.ActorInfo.serverDie) { _npcFight.ShowOrHideModel(true); } base.UnInit(objId, buffType); } }