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authorchai <chaifix@163.com>2020-11-16 14:36:17 +0800
committerchai <chaifix@163.com>2020-11-16 14:36:17 +0800
commit6a9c951e2ccbf768c87ed4226565a7117c8e2747 (patch)
tree95f129e4e4970979f6e65da5ba90cd3fd4e61074 /Assets/Scripts/Test/ArmorSoldierScript_States.cs
parent4cdbafbf3fa3a6abb25a0a5cd46602504c58c8e7 (diff)
*misc
Diffstat (limited to 'Assets/Scripts/Test/ArmorSoldierScript_States.cs')
-rw-r--r--Assets/Scripts/Test/ArmorSoldierScript_States.cs23
1 files changed, 14 insertions, 9 deletions
diff --git a/Assets/Scripts/Test/ArmorSoldierScript_States.cs b/Assets/Scripts/Test/ArmorSoldierScript_States.cs
index 67eca581..07a4ce74 100644
--- a/Assets/Scripts/Test/ArmorSoldierScript_States.cs
+++ b/Assets/Scripts/Test/ArmorSoldierScript_States.cs
@@ -35,15 +35,20 @@ public partial class ArmorSoldierScript : Avatar, IInteractable
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
ActionSwitchState switchToIdle = new ActionSwitchState(m_StateSystem, idle);
- Trigger trigger = null;
-
-
- ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- // state setup
- ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
- // air hurt
- ConditionMotionAtEnd airAtEnd = new ConditionMotionAtEnd(m_Animator, Anim_AirHurt);
+ Trigger trigger = null;
+
+
+ ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ // state setup
+ ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+ // light hurt
+ ConditionMotionAtEnd lightHurtAtEnd = new ConditionMotionAtEnd(m_Animator, Anim_LightHurt);
+ trigger = new Trigger(lightHurtAtEnd, switchToIdle);
+ lightHurt.AddTrigger(trigger);
+
+ // air hurt
+ ConditionMotionAtEnd airAtEnd = new ConditionMotionAtEnd(m_Animator, Anim_AirHurt);
trigger = new Trigger(And(airAtEnd, Not(condInAir)), switchToIdle);
airHurt.AddTrigger(trigger);