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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Rigging.Data
{
using System;
[Serializable]
public class IntString
{
public int theInt;
public string theString;
}
public class AnimationHandler : RiggingDataBase
{
/*
0 Stand
1 Run
2 Sprint
3 Jump
*/
public IntString[] animationStates;
public int animationState; // 当前角色的动作
public void ChangeAnimationState(byte newState)
{
animationState = newState;
}
}
[Serializable]
public class AnimationParam<T>
{
private Player player;
[SerializeField]
public T[] values;
public AnimationParam()
{
}
public void SetPlayer(Player p)
{
player = p;
}
public T CurrentValue()
{
return values[Mathf.Clamp(player.status.animation.animationState, 0, values.Length - 1)];
}
public T current
{
get
{
return values[Mathf.Clamp(player.status.animation.animationState, 0, values.Length - 1)];
}
}
}
}
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