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Diffstat (limited to 'Assets/Scripts/Avatar/States/MoveState.cs')
-rw-r--r--Assets/Scripts/Avatar/States/MoveState.cs65
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);
+ }
+
+}