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Diffstat (limited to 'Assets/Scripts/Avatar/States/MoveState.cs')
-rw-r--r-- | Assets/Scripts/Avatar/States/MoveState.cs | 65 |
1 files changed, 65 insertions, 0 deletions
diff --git a/Assets/Scripts/Avatar/States/MoveState.cs b/Assets/Scripts/Avatar/States/MoveState.cs new file mode 100644 index 00000000..0fbfcddb --- /dev/null +++ b/Assets/Scripts/Avatar/States/MoveState.cs @@ -0,0 +1,65 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class MoveState : StateBase +{ + Animator m_Animator; + int m_AnimHash; + + /// <summary> + /// 在跑动状态时可以切换的state + /// </summary> + private List<Trigger> m_Triggers = new List<Trigger>(); + + public MoveState(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); + + foreach (var trigger in m_Triggers) + { + trigger.Reset(); + } + } + + public override void OnExit() + { + } + + public override void OnTranslate(StateBase to) + { + } + + public override void OnUpdate() + { + foreach (var stateTrigger in m_Triggers) + { + if (stateTrigger.Update() && stateTrigger.Swallow) + break; + } + } + + public void AddTrigger(Trigger trigger) + { + if (trigger == null || m_Triggers.Contains(trigger)) + return; + m_Triggers.Add(trigger); + } + +} |