local AutoFightEndCommand = class('AutoFightEndCommand', framework.SimpleCommand) function AutoFightEndCommand:ctor() end function AutoFightEndCommand:execute(notification) local facade = global.Facade local autoProxy = facade:retrieveProxy( global.ProxyTable.Auto ) local inputProxy = facade:retrieveProxy( global.ProxyTable.PlayerInputProxy ) print("---------------------- auto fight end") -- model: facade:sendNotification(global.NoticeTable.ClearAllInputState) facade:sendNotification(global.NoticeTable.ClearAllAutoState) facade:sendNotification(global.NoticeTable.InputIdle) -- tips autoProxy:ClearAutoTarget() -- facade:sendNotification( global.NoticeTable.AutoFightEndTips ) SLBridge:onLUAEvent(LUA_EVENT_AUTOFIGHT_TIPS_SHOW, false) --取消无怪使用随机 定时器 local AssistProxy = global.Facade:retrieveProxy(global.ProxyTable.AssistProxy) AssistProxy:resetNoMonsterSchedule() local mainPlayer = global.gamePlayerController:GetMainPlayer() if mainPlayer and mainPlayer:GetHateID() then mainPlayer:SetHateID(nil) end end return AutoFightEndCommand