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-rw-r--r--Assets/Scripts/Avatar/Abilities/AbilityBase.cs66
-rw-r--r--Assets/Scripts/Avatar/Abilities/AbilityBase.cs.meta11
-rw-r--r--Assets/Scripts/Avatar/Abilities/AttackAbility.cs143
-rw-r--r--Assets/Scripts/Avatar/Abilities/AttackAbility.cs.meta11
-rw-r--r--Assets/Scripts/Avatar/Abilities/DashAbility.cs18
-rw-r--r--Assets/Scripts/Avatar/Abilities/DashAbility.cs.meta11
-rw-r--r--Assets/Scripts/Avatar/Abilities/DodgeAbility.cs16
-rw-r--r--Assets/Scripts/Avatar/Abilities/DodgeAbility.cs.meta11
-rw-r--r--Assets/Scripts/Avatar/Abilities/HurtAbility.cs21
-rw-r--r--Assets/Scripts/Avatar/Abilities/HurtAbility.cs.meta11
-rw-r--r--Assets/Scripts/Avatar/Abilities/IdleAbility.cs52
-rw-r--r--Assets/Scripts/Avatar/Abilities/IdleAbility.cs.meta11
-rw-r--r--Assets/Scripts/Avatar/Abilities/JumpAbility.cs241
-rw-r--r--Assets/Scripts/Avatar/Abilities/JumpAbility.cs.meta11
-rw-r--r--Assets/Scripts/Avatar/Abilities/MoveAbility.cs68
-rw-r--r--Assets/Scripts/Avatar/Abilities/MoveAbility.cs.meta11
16 files changed, 713 insertions, 0 deletions
diff --git a/Assets/Scripts/Avatar/Abilities/AbilityBase.cs b/Assets/Scripts/Avatar/Abilities/AbilityBase.cs
new file mode 100644
index 00000000..8b1a5549
--- /dev/null
+++ b/Assets/Scripts/Avatar/Abilities/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ability
+/// </summary>
+public abstract class AbilityBase
+{
+ protected int m_AbilityID;
+ public int ID
+ {
+ get
+ {
+ return m_AbilityID;
+ }
+ }
+
+ public AbilityBase()
+ {
+ m_AbilityID = UIDManager.Acquire();
+ }
+
+ public virtual void OnInit() { }
+
+ /// <summary>
+ /// 进入当前ability的回调
+ /// </summary>
+ public virtual void OnEnter() { }
+
+ /// <summary>
+ /// 退出当前ability的回调
+ /// </summary>
+ public virtual void OnExit() { }
+
+ /// <summary>
+ /// 当前ability的update函数
+ /// </summary>
+ public virtual void OnUpdate() { }
+
+ /// <summary>
+ /// 在物理模拟之后更新
+ /// </summary>
+ public virtual void OnLateUpdate() { }
+
+ /// <summary>
+ /// 过渡到下一个ability的回调
+ /// </summary>
+ /// <param name="to"></param>
+ public virtual void OnTranslate(AbilityBase to) { }
+
+ /// <summary>
+ /// 检测到hitbox碰撞时的回调
+ /// </summary>
+ public virtual void OnHit() { }
+
+ /// <summary>
+ /// 检测到hurtbox碰撞时的回调
+ /// </summary>
+ public virtual void OnHurt() { }
+
+ /// <summary>
+ /// 检测到defendbox碰撞时的回调
+ /// </summary>
+ public virtual void OnDefend() { }
+}
diff --git a/Assets/Scripts/Avatar/Abilities/AbilityBase.cs.meta b/Assets/Scripts/Avatar/Abilities/AbilityBase.cs.meta
new file mode 100644
index 00000000..79a6b7eb
--- /dev/null
+++ b/Assets/Scripts/Avatar/Abilities/AbilityBase.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: a3b3cfab4bd1dd74bb539687535b58f1
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/Avatar/Abilities/AttackAbility.cs b/Assets/Scripts/Avatar/Abilities/AttackAbility.cs
new file mode 100644
index 00000000..9ca52a4c
--- /dev/null
+++ b/Assets/Scripts/Avatar/Abilities/AttackAbility.cs
@@ -0,0 +1,143 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public struct AttackAbilityConfig
+{
+ public Vector3 velocity; // velocity setup
+ public int motion;
+ public Animator animator;
+ public PhysicsBody body;
+}
+
+// 单独的一个招式
+public class AttackAbility : AbilityBase
+{
+ AttackAbilityConfig m_Config = new AttackAbilityConfig();
+
+ /// <summary>
+ /// 在跑动状态时可以切换的ability
+ /// </summary>
+ private List<Trigger> m_Triggers = new List<Trigger>();
+
+ private List<Trigger> m_LateTriggers = new List<Trigger>();
+
+ /// <summary>
+ /// 这个招式所有hit的效果
+ /// </summary>
+ public HitDefination[] HitDef;
+
+ /// <summary>
+ /// 从动画结束开始计时
+ /// </summary>
+ float m_TimeCount;
+ public float ExpireTime
+ {
+ get
+ {
+ return m_TimeCount;
+ }
+ }
+
+ /// <summary>
+ /// 这个招式的hit个数
+ /// </summary>
+ public int HitCount
+ {
+ get
+ {
+ return HitDef != null ? HitDef.Length : 0;
+ }
+ }
+
+
+ public AttackAbility(Animator animator, int animation, PhysicsBody body = null)
+ {
+ m_Config.animator = animator;
+ m_Config.motion = animation;
+ m_Config.velocity = Vector3.zero;
+ m_Config.body = body;
+ }
+
+ public AttackAbility(AttackAbilityConfig config)
+ {
+ m_Config = config;
+ }
+
+ public override void OnInit()
+ {
+ }
+
+ public override void OnDefend()
+ {
+ throw new System.NotImplementedException();
+ }
+
+ public override void OnEnter()
+ {
+ m_TimeCount = 0;
+
+ m_Config.animator.CrossFade(m_Config.motion, 0);
+
+ if(m_Config.body != null)
+ {
+ m_Config.body.LocalVelocity = m_Config.velocity;
+ }
+ }
+
+ public override void OnExit()
+ {
+ m_TimeCount = 0;
+ }
+
+ public override void OnHit()
+ {
+ }
+
+ public override void OnHurt()
+ {
+ }
+
+ public override void OnTranslate(AbilityBase to)
+ {
+ }
+
+ public override void OnUpdate()
+ {
+ AnimatorStateInfo info = m_Config.animator.GetCurrentAnimatorStateInfo(0);
+ if(info.shortNameHash == m_Config.motion && info.normalizedTime >= 0.99f)
+ {
+ m_TimeCount += Time.deltaTime;
+ }
+ foreach (var abilityTrigger in m_Triggers)
+ {
+ if (abilityTrigger.Update() && abilityTrigger.Swallow)
+ break;
+ }
+ }
+
+ // 在物理模拟之后
+ public override void OnLateUpdate()
+ {
+ foreach (var trigger in m_LateTriggers)
+ {
+ if (trigger.Update() && trigger.Swallow)
+ break;
+ }
+ }
+
+ public void AddTrigger(Trigger trigger)
+ {
+ if (trigger == null || m_Triggers.Contains(trigger))
+ return;
+ m_Triggers.Add(trigger);
+ }
+
+ public void AddLateTrigger(Trigger trigger)
+ {
+ if (trigger == null || m_LateTriggers.Contains(trigger))
+ return;
+ m_LateTriggers.Add(trigger);
+ }
+
+}
diff --git a/Assets/Scripts/Avatar/Abilities/AttackAbility.cs.meta b/Assets/Scripts/Avatar/Abilities/AttackAbility.cs.meta
new file mode 100644
index 00000000..4159d2bc
--- /dev/null
+++ b/Assets/Scripts/Avatar/Abilities/AttackAbility.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: eefcc728a2660c0459b0d79230cc4dec
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/Avatar/Abilities/DashAbility.cs b/Assets/Scripts/Avatar/Abilities/DashAbility.cs
new file mode 100644
index 00000000..b9a479b5
--- /dev/null
+++ b/Assets/Scripts/Avatar/Abilities/DashAbility.cs
@@ -0,0 +1,18 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class DashAbility : MonoBehaviour
+{
+ // Start is called before the first frame update
+ void Start()
+ {
+
+ }
+
+ // Update is called once per frame
+ void Update()
+ {
+
+ }
+}
diff --git a/Assets/Scripts/Avatar/Abilities/DashAbility.cs.meta b/Assets/Scripts/Avatar/Abilities/DashAbility.cs.meta
new file mode 100644
index 00000000..c246c665
--- /dev/null
+++ b/Assets/Scripts/Avatar/Abilities/DashAbility.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 6d5a31f4a65fbba429d0a2ff3b3a49a4
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/Avatar/Abilities/DodgeAbility.cs b/Assets/Scripts/Avatar/Abilities/DodgeAbility.cs
new file mode 100644
index 00000000..79e8fc61
--- /dev/null
+++ b/Assets/Scripts/Avatar/Abilities/DodgeAbility.cs
@@ -0,0 +1,16 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+
+/// <summary>
+/// Dodge ability
+/// </summary>
+public class DodgeAbility : AbilityBase
+{
+ public DodgeAbility()
+ {
+
+ }
+
+}
diff --git a/Assets/Scripts/Avatar/Abilities/DodgeAbility.cs.meta b/Assets/Scripts/Avatar/Abilities/DodgeAbility.cs.meta
new file mode 100644
index 00000000..e7297a88
--- /dev/null
+++ b/Assets/Scripts/Avatar/Abilities/DodgeAbility.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 838e30895704e13479bfb0f5c06229e5
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/Avatar/Abilities/HurtAbility.cs b/Assets/Scripts/Avatar/Abilities/HurtAbility.cs
new file mode 100644
index 00000000..c12c89c6
--- /dev/null
+++ b/Assets/Scripts/Avatar/Abilities/HurtAbility.cs
@@ -0,0 +1,21 @@
+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 HurtAbility : AbilityBase
+{
+
+}
diff --git a/Assets/Scripts/Avatar/Abilities/HurtAbility.cs.meta b/Assets/Scripts/Avatar/Abilities/HurtAbility.cs.meta
new file mode 100644
index 00000000..0e70d0be
--- /dev/null
+++ b/Assets/Scripts/Avatar/Abilities/HurtAbility.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 6984a899f4c7f574a8dbffe0372c6c2e
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/Avatar/Abilities/IdleAbility.cs b/Assets/Scripts/Avatar/Abilities/IdleAbility.cs
new file mode 100644
index 00000000..d42308db
--- /dev/null
+++ b/Assets/Scripts/Avatar/Abilities/IdleAbility.cs
@@ -0,0 +1,52 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+
+public class IdleAbility : AbilityBase
+{
+ Animator m_Animator;
+
+ int m_AnimHash;
+
+ /// <summary>
+ /// 在Idle状态时可以切换的ability
+ /// </summary>
+ private List<Trigger> m_Triggers = new List<Trigger>();
+
+ public IdleAbility(Animator animator, int animation)
+ : base()
+ {
+ m_Animator = animator;
+ m_AnimHash = animation;
+ }
+
+ public override void OnEnter()
+ {
+ m_Animator.CrossFadeInFixedTime(m_AnimHash, 0.25f);
+ }
+
+ 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);
+ }
+
+}
diff --git a/Assets/Scripts/Avatar/Abilities/IdleAbility.cs.meta b/Assets/Scripts/Avatar/Abilities/IdleAbility.cs.meta
new file mode 100644
index 00000000..07d0c292
--- /dev/null
+++ b/Assets/Scripts/Avatar/Abilities/IdleAbility.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 367ca0f7efe3fe14baf88eb3ce60a78b
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/Avatar/Abilities/JumpAbility.cs b/Assets/Scripts/Avatar/Abilities/JumpAbility.cs
new file mode 100644
index 00000000..e0f73efa
--- /dev/null
+++ b/Assets/Scripts/Avatar/Abilities/JumpAbility.cs
@@ -0,0 +1,241 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public struct JumpAbilityConfig
+{
+ public PhysicsBody body;
+ public PhysicsPrimitive collider;
+ public Animator animator;
+
+ public float neutralJumpSpeedY; // 垂直跳跃的基础速度
+ public float fowardJumpSpeedX; // 向前跳跃的水平速度
+ public float backwardJumpSpeedX; // 向后跳跃的水平速度(一般来说是负值)
+
+ public int animJump;
+ public int animNU;
+ public int animFU;
+ public int animBU;
+ public int animND;
+ public int animFD;
+ public int animBD;
+ public int animJumpEnd;
+}
+
+public class JumpAbility : AbilityBase
+{
+ public enum Direction
+ {
+ Neutral,
+ Forward,
+ Backward
+ }
+
+ private enum State
+ {
+ Ready,
+ Up,
+ Down,
+ End,
+ }
+
+ Direction m_Dir;
+
+ PhysicsBody m_Body;
+ PhysicsPrimitive m_Collider;
+
+ Animator m_Animator;
+
+ public float m_NeutralJumpSpeedY; // 垂直跳跃的基础速度
+ public float m_FowardJumpSpeedX; // 向前跳跃的水平速度
+ public float m_BackwardJumpSpeedX; // 向后跳跃的水平速度(一般来说是负值)
+
+ // jump motions
+ int m_AnimJumpStart; // on ground
+ int m_AnimJumpNeutralUpwards;
+ int m_AnimJumpNeutralDownwards;
+ int m_AnimJumpFwdUpwards;
+ int m_AnimJumpFwdDownwards;
+ int m_AnimJumpBackUpwards;
+ int m_AnimJumpBackDownwards;
+ int m_AnimJumpEnd; // on ground again
+
+ int m_CurAnim;
+ State m_CurState;
+ int m_CurUpMotion;
+ int m_CurDownMotion;
+ Vector3 m_CurInitVelocity;
+
+ private List<Trigger> m_Triggers = new List<Trigger>();
+
+ public JumpAbility(JumpAbilityConfig config)
+ {
+ m_Body = config.body;
+ m_Collider = config.collider;
+ m_Animator = config.animator;
+ m_NeutralJumpSpeedY = config.neutralJumpSpeedY;
+ m_FowardJumpSpeedX = config.fowardJumpSpeedX;
+ m_BackwardJumpSpeedX = config.backwardJumpSpeedX;
+ m_AnimJumpStart = config.animJump;
+ m_AnimJumpNeutralUpwards = config.animNU;
+ m_AnimJumpNeutralDownwards = config.animND;
+ m_AnimJumpFwdUpwards = config.animFU;
+ m_AnimJumpFwdDownwards = config.animFD;
+ m_AnimJumpBackUpwards = config.animBU;
+ m_AnimJumpBackDownwards = config.animBD;
+ m_AnimJumpEnd = config.animJumpEnd; // on ground again
+ }
+
+ public void SetDir(Direction dir)
+ {
+ m_Dir = dir;
+ }
+
+ public override void OnEnter()
+ {
+ base.OnEnter();
+
+ m_CurAnim = 0;
+
+ switch(m_Dir)
+ {
+ case Direction.Neutral:
+ m_CurUpMotion = m_AnimJumpNeutralUpwards;
+ m_CurDownMotion = m_AnimJumpNeutralDownwards;
+ m_CurInitVelocity = new Vector3(0, m_NeutralJumpSpeedY, 0);
+ break;
+ case Direction.Forward:
+ m_CurUpMotion = m_AnimJumpFwdUpwards;
+ m_CurDownMotion = m_AnimJumpFwdDownwards;
+ m_CurInitVelocity = new Vector3(m_FowardJumpSpeedX, m_NeutralJumpSpeedY, 0);
+ break;
+ case Direction.Backward:
+ m_CurUpMotion = m_AnimJumpBackUpwards;
+ m_CurDownMotion = m_AnimJumpBackDownwards;
+ m_CurInitVelocity = new Vector3(m_BackwardJumpSpeedX, m_NeutralJumpSpeedY, 0);
+ break;
+ }
+
+ bool isOnGround = m_Collider.IsOnGround;
+ bool isUp = m_Body.Velocity.y > 0;
+ bool isDown = m_Body.Velocity.y < 0;
+ bool isFreeFall = Mathf.Approximately(m_Body.Velocity.y, 0);
+
+ if (isOnGround)
+ m_CurState = State.Ready;
+ else if (isUp)
+ m_CurState = State.Up;
+ else if (isDown || isFreeFall)
+ m_CurState = State.Down;
+ }
+
+ public override void OnUpdate()
+ {
+ foreach (var abilityTrigger in m_Triggers)
+ {
+ if (abilityTrigger.Update() && abilityTrigger.Swallow)
+ return;
+ }
+
+ AnimatorStateInfo motionInfo = m_Animator.GetCurrentAnimatorStateInfo(0);
+
+ switch (m_CurState)
+ {
+ case State.Ready:
+ if(m_CurAnim != m_AnimJumpStart)
+ {
+ m_Animator.CrossFade(m_AnimJumpStart, 0.2f);
+ m_CurAnim = m_AnimJumpStart;
+ }
+ if(motionInfo.shortNameHash == m_AnimJumpStart && motionInfo.normalizedTime >= 1f)
+ {
+ m_Body.LocalVelocity = m_CurInitVelocity;
+ m_CurState = State.Up;
+ }
+ break;
+ case State.Up:
+ if(m_CurAnim != m_CurUpMotion)
+ {
+ m_Animator.CrossFade(m_CurUpMotion, 0.2f);
+ m_CurAnim = m_CurUpMotion;
+ }
+ if(m_Body.Velocity.y <= 0)
+ {
+ m_CurState = State.Down;
+ }
+ break;
+ case State.Down:
+ if(m_CurAnim != m_CurDownMotion)
+ {
+ m_Animator.CrossFade(m_CurDownMotion, 0.2f);
+ m_CurAnim = m_CurDownMotion;
+ }
+ if(m_Collider.IsOnGround)
+ {
+ m_CurState = State.End;
+ }
+ break;
+ case State.End:
+ if(m_CurAnim != m_AnimJumpEnd)
+ {
+ m_Animator.CrossFade(m_AnimJumpEnd, 0.2f);
+ m_CurAnim = m_AnimJumpEnd;
+ }
+ break;
+ }
+ }
+
+ public override void OnLateUpdate()
+ {
+ base.OnLateUpdate();
+ }
+
+ /// <summary>
+ /// 跳跃准备动作已经完毕
+ /// </summary>
+ /// <returns></returns>
+ public bool IsJumpReady()
+ {
+ if (m_CurAnim != m_AnimJumpStart)
+ return false;
+
+ AnimatorStateInfo state = m_Animator.GetCurrentAnimatorStateInfo(0);
+ if (state.shortNameHash == m_CurAnim && state.normalizedTime >= 1f)
+ return true;
+
+ return false;
+ }
+
+ /// <summary>
+ /// 结束
+ /// </summary>
+ /// <returns></returns>
+ public bool IsJumpDone()
+ {
+ if (m_CurState == State.End)
+ {
+ AnimatorStateInfo state = m_Animator.GetCurrentAnimatorStateInfo(0);
+ return state.shortNameHash == m_AnimJumpEnd && state.normalizedTime >= 1f;
+ }
+
+ return false;
+ }
+
+ /// <summary>
+ /// 着地
+ /// </summary>
+ /// <returns></returns>
+ public bool IsJumpGround()
+ {
+ return m_CurState == State.End && m_Collider.IsOnGround;
+ }
+
+ public void AddTrigger(Trigger trigger)
+ {
+ if (trigger == null || m_Triggers.Contains(trigger))
+ return;
+ m_Triggers.Add(trigger);
+ }
+
+
+} \ No newline at end of file
diff --git a/Assets/Scripts/Avatar/Abilities/JumpAbility.cs.meta b/Assets/Scripts/Avatar/Abilities/JumpAbility.cs.meta
new file mode 100644
index 00000000..6c67c462
--- /dev/null
+++ b/Assets/Scripts/Avatar/Abilities/JumpAbility.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: ed5b337c63528354f8b4f2ba0a59481d
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/Avatar/Abilities/MoveAbility.cs b/Assets/Scripts/Avatar/Abilities/MoveAbility.cs
new file mode 100644
index 00000000..757cd2d1
--- /dev/null
+++ b/Assets/Scripts/Avatar/Abilities/MoveAbility.cs
@@ -0,0 +1,68 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class MoveAbility : AbilityBase
+{
+ Animator m_Animator;
+ int m_AnimHash;
+
+ /// <summary>
+ /// 在跑动状态时可以切换的ability
+ /// </summary>
+ private List<Trigger> m_Triggers = new List<Trigger>();
+
+ public MoveAbility(Animator animator, int animation)
+ {
+ m_Animator = animator;
+ m_AnimHash = animation;
+ }
+
+ public override void OnInit()
+ {
+
+ }
+
+ public override void OnDefend()
+ {
+ throw new System.NotImplementedException();
+ }
+
+ public override void OnEnter()
+ {
+ m_Animator.CrossFadeInFixedTime(m_AnimHash, 0.1f);
+ }
+
+ public override void OnExit()
+ {
+ }
+
+ public override void OnHit()
+ {
+ }
+
+ public override void OnHurt()
+ {
+ }
+
+ public override void OnTranslate(AbilityBase to)
+ {
+ }
+
+ public override void OnUpdate()
+ {
+ foreach (var abilityTrigger in m_Triggers)
+ {
+ if (abilityTrigger.Update() && abilityTrigger.Swallow)
+ break;
+ }
+ }
+
+ public void AddTrigger(Trigger trigger)
+ {
+ if (trigger == null || m_Triggers.Contains(trigger))
+ return;
+ m_Triggers.Add(trigger);
+ }
+
+}
diff --git a/Assets/Scripts/Avatar/Abilities/MoveAbility.cs.meta b/Assets/Scripts/Avatar/Abilities/MoveAbility.cs.meta
new file mode 100644
index 00000000..08b2954c
--- /dev/null
+++ b/Assets/Scripts/Avatar/Abilities/MoveAbility.cs.meta
@@ -0,0 +1,11 @@
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