diff options
author | chai <chaifix@163.com> | 2020-11-16 08:30:54 +0800 |
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committer | chai <chaifix@163.com> | 2020-11-16 08:30:54 +0800 |
commit | f325841eff10ae492ce6c634d4b07cf058a068c6 (patch) | |
tree | 980d81a4b87d571fcb893fc44f8809af97466bca /Assets/Scripts/Avatar/StateSystem.cs | |
parent | be3ca8b172f22ce7c4c4316745e0df05de58b069 (diff) |
*state system
Diffstat (limited to 'Assets/Scripts/Avatar/StateSystem.cs')
-rw-r--r-- | Assets/Scripts/Avatar/StateSystem.cs | 106 |
1 files changed, 106 insertions, 0 deletions
diff --git a/Assets/Scripts/Avatar/StateSystem.cs b/Assets/Scripts/Avatar/StateSystem.cs new file mode 100644 index 00000000..42e35445 --- /dev/null +++ b/Assets/Scripts/Avatar/StateSystem.cs @@ -0,0 +1,106 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +/// <summary> +/// 每个角色拥有一个state system +/// </summary> +public class StateSystem +{ + /// <summary> + /// 当前执行的state + /// </summary> + private StateBase m_Currrent; + + public StateBase Current + { + get + { + return m_Currrent; + } + } + + private List<StateBase> m_States = new List<StateBase>(); + + private UberState m_UberState; + + public StateSystem() + { + } + + public void ForceStart(StateBase state) + { + if (state == null) + return; + + if (m_Currrent != null) + m_Currrent.OnExit(); + + m_Currrent = state; + m_Currrent.OnEnter(); + } + + public void SetUberState(UberState state) + { + m_UberState = state; + } + + public void AddState(StateBase state) + { + m_States.Add(state); + } + + public void OnUpdate() + { + if(m_Currrent != null) + { + m_Currrent.OnUpdate(); + } + if(m_UberState != null) + { + m_UberState.OnUpdate(); + } + } + + public void OnPhysicsUpdate() + { + if(m_Currrent != null) + { + m_Currrent.OnPhysicsUpdate(); + } + if(m_UberState != null) + { + m_UberState.OnPhysicsUpdate(); + } + } + + public void OnHit(HitInfo info) + { + if (m_Currrent != null) + m_Currrent.OnHit(info); + } + + public void OnHurt(HurtInfo info) + { + if (m_Currrent != null) + m_Currrent.OnHurt(info); + } + + public void SwitchToState(StateBase targetState) + { + if (m_Currrent != null) + m_Currrent.OnExit(); + m_Currrent = targetState; + m_Currrent.OnEnter(); + } + + // 获得当前击打如果有的话 + public Hit GetHit() + { + if (Current == null || !(Current is AttackState)) + return null; + AttackState state = Current as AttackState; + return state.GetHit(); + } + +}
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