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authorchai <chaifix@163.com>2020-11-16 08:30:54 +0800
committerchai <chaifix@163.com>2020-11-16 08:30:54 +0800
commitf325841eff10ae492ce6c634d4b07cf058a068c6 (patch)
tree980d81a4b87d571fcb893fc44f8809af97466bca /Assets/Scripts/Avatar/States/AbilityBase.cs
parentbe3ca8b172f22ce7c4c4316745e0df05de58b069 (diff)
*state system
Diffstat (limited to 'Assets/Scripts/Avatar/States/AbilityBase.cs')
-rw-r--r--Assets/Scripts/Avatar/States/AbilityBase.cs66
1 files changed, 66 insertions, 0 deletions
diff --git a/Assets/Scripts/Avatar/States/AbilityBase.cs b/Assets/Scripts/Avatar/States/AbilityBase.cs
new file mode 100644
index 00000000..4932a3de
--- /dev/null
+++ b/Assets/Scripts/Avatar/States/AbilityBase.cs
@@ -0,0 +1,66 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+/// <summary>
+/// 同一个角色同一个时间只能有一个state
+/// </summary>
+public abstract class StateBase
+{
+ protected int m_StateID;
+ public int ID
+ {
+ get
+ {
+ return m_StateID;
+ }
+ }
+
+ public StateBase()
+ {
+ m_StateID = UIDManager.Acquire();
+ }
+
+ public virtual void OnInit() { }
+
+ /// <summary>
+ /// 进入当前state的回调
+ /// </summary>
+ public virtual void OnEnter() { }
+
+ /// <summary>
+ /// 退出当前state的回调
+ /// </summary>
+ public virtual void OnExit() { }
+
+ /// <summary>
+ /// 当前state的update函数
+ /// </summary>
+ public virtual void OnUpdate() { }
+
+ /// <summary>
+ /// 在物理模拟之后更新
+ /// </summary>
+ public virtual void OnPhysicsUpdate() { }
+
+ /// <summary>
+ /// 过渡到下一个state的回调
+ /// </summary>
+ /// <param name="to"></param>
+ public virtual void OnTranslate(StateBase to) { }
+
+ /// <summary>
+ /// 检测到hitbox碰撞时的回调
+ /// </summary>
+ public virtual void OnHit(HitInfo info) { }
+
+ /// <summary>
+ /// 检测到hurtbox碰撞时的回调
+ /// </summary>
+ public virtual void OnHurt(HurtInfo info) { }
+
+ /// <summary>
+ /// 检测到defendbox碰撞时的回调
+ /// </summary>
+ public virtual void OnDefend() { }
+}