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/States/HurtState.cs | |
parent | be3ca8b172f22ce7c4c4316745e0df05de58b069 (diff) |
*state system
Diffstat (limited to 'Assets/Scripts/Avatar/States/HurtState.cs')
-rw-r--r-- | Assets/Scripts/Avatar/States/HurtState.cs | 70 |
1 files changed, 70 insertions, 0 deletions
diff --git a/Assets/Scripts/Avatar/States/HurtState.cs b/Assets/Scripts/Avatar/States/HurtState.cs new file mode 100644 index 00000000..db48d1a4 --- /dev/null +++ b/Assets/Scripts/Avatar/States/HurtState.cs @@ -0,0 +1,70 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +/// <summary> +/// 将伤害类型进行分类,决定不同的motion类型 +/// </summary> +public enum HurtType +{ + Light = 0, // 轻击 + Medium, // 中击 + Hard, // 重击 + Back, + Up, + Diagup +} + + +public class HurtState : StateBase +{ + Animator m_Animator; + + int m_AnimHash; + + /// <summary> + /// 在Idle状态时可以切换的state + /// </summary> + private List<Trigger> m_Triggers = new List<Trigger>(); + + public HurtState(Animator animator, int animation) + : base() + { + m_Animator = animator; + m_AnimHash = animation; + } + + public override void OnEnter() + { + m_Animator.CrossFadeInFixedTime(m_AnimHash, 0.25f); + + foreach (var trigger in m_Triggers) + { + trigger.Reset(); + } + } + + public override void OnInit() + { + base.OnInit(); + } + + public override void OnUpdate() + { + foreach (var trigger in m_Triggers) + { + if (trigger.Update() && trigger.Swallow) + break; + } + + base.OnUpdate(); + } + + public void AddTrigger(Trigger trigger) + { + if (trigger == null || m_Triggers.Contains(trigger)) + return; + m_Triggers.Add(trigger); + } + +} |