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-rw-r--r--Assets/Scripts/Avatar/States/AbilityBase.cs66
-rw-r--r--Assets/Scripts/Avatar/States/AbilityBase.cs.meta11
-rw-r--r--Assets/Scripts/Avatar/States/AttackState.cs177
-rw-r--r--Assets/Scripts/Avatar/States/AttackState.cs.meta11
-rw-r--r--Assets/Scripts/Avatar/States/DashState.cs18
-rw-r--r--Assets/Scripts/Avatar/States/DashState.cs.meta11
-rw-r--r--Assets/Scripts/Avatar/States/DodgeState.cs16
-rw-r--r--Assets/Scripts/Avatar/States/DodgeState.cs.meta11
-rw-r--r--Assets/Scripts/Avatar/States/HurtState.cs70
-rw-r--r--Assets/Scripts/Avatar/States/HurtState.cs.meta11
-rw-r--r--Assets/Scripts/Avatar/States/IdleState.cs57
-rw-r--r--Assets/Scripts/Avatar/States/IdleState.cs.meta11
-rw-r--r--Assets/Scripts/Avatar/States/JumpState.cs263
-rw-r--r--Assets/Scripts/Avatar/States/JumpState.cs.meta11
-rw-r--r--Assets/Scripts/Avatar/States/MoveState.cs65
-rw-r--r--Assets/Scripts/Avatar/States/MoveState.cs.meta11
-rw-r--r--Assets/Scripts/Avatar/States/UberState.cs12
-rw-r--r--Assets/Scripts/Avatar/States/UberState.cs.meta11
18 files changed, 0 insertions, 843 deletions
diff --git a/Assets/Scripts/Avatar/States/AbilityBase.cs b/Assets/Scripts/Avatar/States/AbilityBase.cs
deleted file mode 100644
index 4932a3de..00000000
--- a/Assets/Scripts/Avatar/States/AbilityBase.cs
+++ /dev/null
@@ -1,66 +0,0 @@
-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state
-/// </summary>
-public abstract class StateBase
-{
- protected int m_StateID;
- public int ID
- {
- get
- {
- return m_StateID;
- }
- }
-
- public StateBase()
- {
- m_StateID = UIDManager.Acquire();
- }
-
- public virtual void OnInit() { }
-
- /// <summary>
- /// 进入当前state的回调
- /// </summary>
- public virtual void OnEnter() { }
-
- /// <summary>
- /// 退出当前state的回调
- /// </summary>
- public virtual void OnExit() { }
-
- /// <summary>
- /// 当前state的update函数
- /// </summary>
- public virtual void OnUpdate() { }
-
- /// <summary>
- /// 在物理模拟之后更新
- /// </summary>
- public virtual void OnPhysicsUpdate() { }
-
- /// <summary>
- /// 过渡到下一个state的回调
- /// </summary>
- /// <param name="to"></param>
- public virtual void OnTranslate(StateBase to) { }
-
- /// <summary>
- /// 检测到hitbox碰撞时的回调
- /// </summary>
- public virtual void OnHit(HitInfo info) { }
-
- /// <summary>
- /// 检测到hurtbox碰撞时的回调
- /// </summary>
- public virtual void OnHurt(HurtInfo info) { }
-
- /// <summary>
- /// 检测到defendbox碰撞时的回调
- /// </summary>
- public virtual void OnDefend() { }
-}
diff --git a/Assets/Scripts/Avatar/States/AbilityBase.cs.meta b/Assets/Scripts/Avatar/States/AbilityBase.cs.meta
deleted file mode 100644
index 79a6b7eb..00000000
--- a/Assets/Scripts/Avatar/States/AbilityBase.cs.meta
+++ /dev/null
@@ -1,11 +0,0 @@
-fileFormatVersion: 2
-guid: a3b3cfab4bd1dd74bb539687535b58f1
-MonoImporter:
- externalObjects: {}
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Assets/Scripts/Avatar/States/AttackState.cs b/Assets/Scripts/Avatar/States/AttackState.cs
deleted file mode 100644
index 18a20115..00000000
--- a/Assets/Scripts/Avatar/States/AttackState.cs
+++ /dev/null
@@ -1,177 +0,0 @@
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-
-public struct AttackStateConfig
-{
- public Vector3 velocity; // velocity setup
- public int motion;
- public Animator animator;
- public PhysicsBody body;
- public float crossFade;
-}
-
-// 单独的一个招式
-public class AttackState : StateBase
-{
- AttackStateConfig m_Config = new AttackStateConfig();
-
- private List<Trigger> m_Triggers = new List<Trigger>();
-
- private List<Trigger> m_PhysicsTriggers = new List<Trigger>();
-
- /// <summary>
- /// 这个招式配置的hit
- /// </summary>
- private List<Hit> m_Hits = new List<Hit>();
-
- /// <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 m_Hits != null ? m_Hits.Count : 0;
- }
- }
-
-
- public AttackState(Animator animator, int animation, PhysicsBody body = null, float crossFade = 0f)
- {
- m_Config.animator = animator;
- m_Config.motion = animation;
- m_Config.velocity = Vector3.zero;
- m_Config.body = body;
- m_Config.crossFade = crossFade;
- }
-
- public AttackState(AttackStateConfig 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, m_Config.crossFade);
-
- if(m_Config.body != null)
- {
- m_Config.body.LocalVelocity = m_Config.velocity;
- }
-
- foreach(var hit in m_Hits)
- {
- hit.WipeRecords();
- }
-
- foreach(var trigger in m_Triggers)
- {
- trigger.Reset();
- }
- }
-
- public override void OnExit()
- {
- m_TimeCount = 0;
- }
-
- public override void OnHit(HitInfo info)
- {
- }
-
- public override void OnHurt(HurtInfo info)
- {
- }
-
- public override void OnTranslate(StateBase 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 stateTrigger in m_Triggers)
- {
- if (stateTrigger.Update() && stateTrigger.Swallow)
- break;
- }
- }
-
- // 在物理模拟之后
- public override void OnPhysicsUpdate()
- {
- foreach (var trigger in m_PhysicsTriggers)
- {
- 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 AddPhysicsTrigger(Trigger trigger)
- {
- if (trigger == null || m_PhysicsTriggers.Contains(trigger))
- return;
- m_PhysicsTriggers.Add(trigger);
- }
-
- public void AddHitDefination(HitDefination defination)
- {
- Hit info = new Hit();
- info.defination = defination;
- m_Hits.Add(info);
- }
-
- // 获得当前时间点产生的hit
- public Hit GetHit()
- {
- AnimatorStateInfo info = m_Config.animator.GetCurrentAnimatorStateInfo(0);
- float normalizeTime = info.normalizedTime;
- for (int i = 0; i< m_Hits.Count; ++i)
- {
- Hit hit = m_Hits[i];
- float start = hit.defination.start;
- float end = hit.defination.end;
- if(normalizeTime >= start && normalizeTime <= end)
- {
- return hit;
- }
- }
- return null;
- }
-
-}
diff --git a/Assets/Scripts/Avatar/States/AttackState.cs.meta b/Assets/Scripts/Avatar/States/AttackState.cs.meta
deleted file mode 100644
index 4159d2bc..00000000
--- a/Assets/Scripts/Avatar/States/AttackState.cs.meta
+++ /dev/null
@@ -1,11 +0,0 @@
-fileFormatVersion: 2
-guid: eefcc728a2660c0459b0d79230cc4dec
-MonoImporter:
- externalObjects: {}
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Assets/Scripts/Avatar/States/DashState.cs b/Assets/Scripts/Avatar/States/DashState.cs
deleted file mode 100644
index c9237d4c..00000000
--- a/Assets/Scripts/Avatar/States/DashState.cs
+++ /dev/null
@@ -1,18 +0,0 @@
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-
-public class DashState : 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/States/DashState.cs.meta b/Assets/Scripts/Avatar/States/DashState.cs.meta
deleted file mode 100644
index c246c665..00000000
--- a/Assets/Scripts/Avatar/States/DashState.cs.meta
+++ /dev/null
@@ -1,11 +0,0 @@
-fileFormatVersion: 2
-guid: 6d5a31f4a65fbba429d0a2ff3b3a49a4
-MonoImporter:
- externalObjects: {}
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Assets/Scripts/Avatar/States/DodgeState.cs b/Assets/Scripts/Avatar/States/DodgeState.cs
deleted file mode 100644
index 58bc9301..00000000
--- a/Assets/Scripts/Avatar/States/DodgeState.cs
+++ /dev/null
@@ -1,16 +0,0 @@
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-
-
-/// <summary>
-/// Dodge state
-/// </summary>
-public class DodgeState : StateBase
-{
- public DodgeState()
- {
-
- }
-
-}
diff --git a/Assets/Scripts/Avatar/States/DodgeState.cs.meta b/Assets/Scripts/Avatar/States/DodgeState.cs.meta
deleted file mode 100644
index e7297a88..00000000
--- a/Assets/Scripts/Avatar/States/DodgeState.cs.meta
+++ /dev/null
@@ -1,11 +0,0 @@
-fileFormatVersion: 2
-guid: 838e30895704e13479bfb0f5c06229e5
-MonoImporter:
- externalObjects: {}
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
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);
- }
-
-}
diff --git a/Assets/Scripts/Avatar/States/HurtState.cs.meta b/Assets/Scripts/Avatar/States/HurtState.cs.meta
deleted file mode 100644
index ba24ef88..00000000
--- a/Assets/Scripts/Avatar/States/HurtState.cs.meta
+++ /dev/null
@@ -1,11 +0,0 @@
-fileFormatVersion: 2
-guid: a7f21d9eef4527249a00204754fbff5b
-MonoImporter:
- externalObjects: {}
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Assets/Scripts/Avatar/States/IdleState.cs b/Assets/Scripts/Avatar/States/IdleState.cs
deleted file mode 100644
index 8b46b904..00000000
--- a/Assets/Scripts/Avatar/States/IdleState.cs
+++ /dev/null
@@ -1,57 +0,0 @@
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-
-
-public class IdleState : 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 IdleState(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);
- }
-
-}
diff --git a/Assets/Scripts/Avatar/States/IdleState.cs.meta b/Assets/Scripts/Avatar/States/IdleState.cs.meta
deleted file mode 100644
index f872a5a6..00000000
--- a/Assets/Scripts/Avatar/States/IdleState.cs.meta
+++ /dev/null
@@ -1,11 +0,0 @@
-fileFormatVersion: 2
-guid: 5761f8b5c41ec014381b1bd33ad42f1d
-MonoImporter:
- externalObjects: {}
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Assets/Scripts/Avatar/States/JumpState.cs b/Assets/Scripts/Avatar/States/JumpState.cs
deleted file mode 100644
index 1e172358..00000000
--- a/Assets/Scripts/Avatar/States/JumpState.cs
+++ /dev/null
@@ -1,263 +0,0 @@
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-
-public struct JumpStateConfig
-{
- 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 bool skipStart; //没有准备动作
-}
-
-public class JumpState : StateBase
-{
- public enum Direction
- {
- None,
- Neutral,
- Forward,
- Backward
- }
-
- public enum Stage
- {
- None,
- 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;
- Stage m_CurStage;
- int m_CurUpMotion;
- int m_CurDownMotion;
- Vector3 m_CurInitVelocity;
-
- public Stage CurStage
- {
- get
- {
- return m_CurStage;
- }
- }
-
- public Direction CurDirection
- {
- get
- {
- return m_Dir;
- }
- }
-
- private List<Trigger> m_Triggers = new List<Trigger>();
-
- bool m_SkipStart;
-
- public JumpState(JumpStateConfig 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
- m_SkipStart = config.skipStart;
- }
-
- 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_SkipStart)
- m_CurStage = Stage.Ready;
- else if (isUp || isOnGround && m_SkipStart)
- m_CurStage = Stage.Up;
- else if (isDown || isFreeFall)
- m_CurStage = Stage.Down;
- }
-
- public override void OnUpdate()
- {
- foreach (var stateTrigger in m_Triggers)
- {
- if (stateTrigger.Update() && stateTrigger.Swallow)
- return;
- }
-
- AnimatorStateInfo motionInfo = m_Animator.GetCurrentAnimatorStateInfo(0);
-
- switch (m_CurStage)
- {
- case Stage.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_CurStage = Stage.Up;
- }
- break;
- case Stage.Up:
- if(m_CurAnim != m_CurUpMotion)
- {
- m_Body.LocalVelocity = m_CurInitVelocity;
- m_Animator.CrossFade(m_CurUpMotion, 0.05f);
- m_CurAnim = m_CurUpMotion;
- }
- if(m_Body.Velocity.y < 0)
- {
- m_CurStage = Stage.Down;
- }
- break;
- case Stage.Down:
- if(m_CurAnim != m_CurDownMotion)
- {
- m_Animator.CrossFade(m_CurDownMotion, 0.5f);
- m_CurAnim = m_CurDownMotion;
- }
- if(m_Collider.IsOnGround)
- {
- m_CurStage = Stage.End;
- }
- break;
- case Stage.End:
- if(m_CurAnim != m_AnimJumpEnd)
- {
- m_Animator.CrossFade(m_AnimJumpEnd, 0.2f);
- m_CurAnim = m_AnimJumpEnd;
- }
- break;
- }
- }
-
- public override void OnPhysicsUpdate()
- {
- base.OnPhysicsUpdate();
- }
-
- /// <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(float t = 1f)
- {
- if (m_CurStage == Stage.End)
- {
- AnimatorStateInfo state = m_Animator.GetCurrentAnimatorStateInfo(0);
- return state.shortNameHash == m_AnimJumpEnd && state.normalizedTime >= t;
- }
-
- return false;
- }
-
- /// <summary>
- /// 着地
- /// </summary>
- /// <returns></returns>
- public bool IsJumpGround()
- {
- return m_CurStage == Stage.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/States/JumpState.cs.meta b/Assets/Scripts/Avatar/States/JumpState.cs.meta
deleted file mode 100644
index 3d18db1c..00000000
--- a/Assets/Scripts/Avatar/States/JumpState.cs.meta
+++ /dev/null
@@ -1,11 +0,0 @@
-fileFormatVersion: 2
-guid: b3175c1ee1042e144b77c298e7b61eeb
-MonoImporter:
- externalObjects: {}
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
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diff --git a/Assets/Scripts/Avatar/States/MoveState.cs b/Assets/Scripts/Avatar/States/MoveState.cs
deleted file mode 100644
index 0fbfcddb..00000000
--- a/Assets/Scripts/Avatar/States/MoveState.cs
+++ /dev/null
@@ -1,65 +0,0 @@
-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);
- }
-
-}
diff --git a/Assets/Scripts/Avatar/States/MoveState.cs.meta b/Assets/Scripts/Avatar/States/MoveState.cs.meta
deleted file mode 100644
index eb1dbbd7..00000000
--- a/Assets/Scripts/Avatar/States/MoveState.cs.meta
+++ /dev/null
@@ -1,11 +0,0 @@
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-guid: ae20739ccc918064dbe538d303d4be99
-MonoImporter:
- externalObjects: {}
- serializedVersion: 2
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diff --git a/Assets/Scripts/Avatar/States/UberState.cs b/Assets/Scripts/Avatar/States/UberState.cs
deleted file mode 100644
index a0b6d940..00000000
--- a/Assets/Scripts/Avatar/States/UberState.cs
+++ /dev/null
@@ -1,12 +0,0 @@
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-
-// 一个角色只能有一个uber state,用来处理状态的自动切换
-public abstract class UberState : StateBase
-{
- public abstract void OnUpdate();
-
- public abstract void OnPhysicsUpdate();
-
-}
diff --git a/Assets/Scripts/Avatar/States/UberState.cs.meta b/Assets/Scripts/Avatar/States/UberState.cs.meta
deleted file mode 100644
index b36ffc94..00000000
--- a/Assets/Scripts/Avatar/States/UberState.cs.meta
+++ /dev/null
@@ -1,11 +0,0 @@
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-guid: eafda132ea825cc46b32edfe09ebdecc
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