using System; using UnityEngine; using XUtliPoolLib; namespace XMainClient { internal class XBeHitEventArgs : XActionArgs { public XHitData HitData { get; set; } public Vector3 HitDirection = Vector3.forward; public bool ForceToFlyHit = false; public float Paralyze = 1f; public XEntity HitFrom = null; public XBeHitEventArgs() { this._eDefine = XEventDefine.XEvent_BeHit; } public override void Recycle() { this.HitData = null; this.HitDirection = Vector3.forward; this.ForceToFlyHit = false; this.Paralyze = 1f; this.HitFrom = null; base.Recycle(); XEventPool.Recycle(this); } } }