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Diffstat (limited to 'Assets/Scripts/Avatar/States/HurtState.cs')
-rw-r--r--Assets/Scripts/Avatar/States/HurtState.cs70
1 files changed, 0 insertions, 70 deletions
diff --git a/Assets/Scripts/Avatar/States/HurtState.cs b/Assets/Scripts/Avatar/States/HurtState.cs
deleted file mode 100644
index db48d1a4..00000000
--- a/Assets/Scripts/Avatar/States/HurtState.cs
+++ /dev/null
@@ -1,70 +0,0 @@
-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);
- }
-
-}