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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, 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
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+++ b/Assets/Scripts/Avatar/States/HurtState.cs
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+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);
+ }
+
+}