From f325841eff10ae492ce6c634d4b07cf058a068c6 Mon Sep 17 00:00:00 2001 From: chai Date: Mon, 16 Nov 2020 08:30:54 +0800 Subject: *state system --- .../Avatar/Conditions/ConditionAbilitySeq.cs | 12 +++++----- .../Avatar/Conditions/ConditionAttkExpireTime.cs | 8 +++---- .../Avatar/Conditions/ConditionCheckJumpState.cs | 26 +++++++++++----------- .../Scripts/Avatar/Conditions/ConditionJumpDone.cs | 4 ++-- .../Avatar/Conditions/ConditionJumpOnGround.cs | 4 ++-- 5 files changed, 27 insertions(+), 27 deletions(-) (limited to 'Assets/Scripts/Avatar/Conditions') diff --git a/Assets/Scripts/Avatar/Conditions/ConditionAbilitySeq.cs b/Assets/Scripts/Avatar/Conditions/ConditionAbilitySeq.cs index b55cacb8..4b71b837 100644 --- a/Assets/Scripts/Avatar/Conditions/ConditionAbilitySeq.cs +++ b/Assets/Scripts/Avatar/Conditions/ConditionAbilitySeq.cs @@ -3,22 +3,22 @@ using System.Collections.Generic; using UnityEngine; /// -/// 记录之前的ability序列满足某个序列 +/// 记录之前的state序列满足某个序列 /// combo的时候根据当前序列决定combo /// -public class ConditionAbilitySeq : ConditionBase +public class ConditionStateSeq : ConditionBase { - List m_TargetAbilitySeq = new List(); + List m_TargetStateSeq = new List(); - public ConditionAbilitySeq(List commandSeq) + public ConditionStateSeq(List commandSeq) : base() { - m_TargetAbilitySeq = commandSeq; + m_TargetStateSeq = commandSeq; } public override bool Evaluate() { - // 验证记录的abilitySeq是否满足 + // 验证记录的stateSeq是否满足 throw new System.NotImplementedException(); diff --git a/Assets/Scripts/Avatar/Conditions/ConditionAttkExpireTime.cs b/Assets/Scripts/Avatar/Conditions/ConditionAttkExpireTime.cs index a3944600..0f9b4529 100644 --- a/Assets/Scripts/Avatar/Conditions/ConditionAttkExpireTime.cs +++ b/Assets/Scripts/Avatar/Conditions/ConditionAttkExpireTime.cs @@ -4,18 +4,18 @@ using UnityEngine; public class ConditionAttkExpireTime : ConditionBase { - AttackAbility m_Ability; + AttackState m_State; float m_ExpireTime; - public ConditionAttkExpireTime(AttackAbility attack, float expireTime) + public ConditionAttkExpireTime(AttackState attack, float expireTime) { - m_Ability = attack; + m_State = attack; m_ExpireTime = expireTime; } public override bool Evaluate() { - return m_Ability.ExpireTime > m_ExpireTime; + return m_State.ExpireTime > m_ExpireTime; } } diff --git a/Assets/Scripts/Avatar/Conditions/ConditionCheckJumpState.cs b/Assets/Scripts/Avatar/Conditions/ConditionCheckJumpState.cs index 9afd68c4..98859483 100644 --- a/Assets/Scripts/Avatar/Conditions/ConditionCheckJumpState.cs +++ b/Assets/Scripts/Avatar/Conditions/ConditionCheckJumpState.cs @@ -4,33 +4,33 @@ using UnityEngine; public class ConditionCheckJumpState : ConditionBase { - JumpAbility m_Ability; - JumpAbility.State m_State; - JumpAbility.Direction m_Direction; + JumpState m_State; + JumpState.Stage m_Stage; + JumpState.Direction m_Direction; - public ConditionCheckJumpState(JumpAbility ability, JumpAbility.State state = JumpAbility.State.None, JumpAbility.Direction direction = JumpAbility.Direction.None) + public ConditionCheckJumpState(JumpState state, JumpState.Stage stage = JumpState.Stage.None, JumpState.Direction direction = JumpState.Direction.None) { - m_Ability = ability; + m_State = state; m_State = state; m_Direction = direction; } public override bool Evaluate() { - if (m_Ability == null) + if (m_State == null) return false; - if (m_State != JumpAbility.State.None && m_Direction != JumpAbility.Direction.None) + if (m_Stage != JumpState.Stage.None && m_Direction != JumpState.Direction.None) { - return m_Ability.CurState == m_State - && m_Ability.CurDirection == m_Direction; + return m_State.CurStage == m_Stage + && m_State.CurDirection == m_Direction; } - else if (m_State != JumpAbility.State.None && m_Direction == JumpAbility.Direction.None) + else if (m_Stage != JumpState.Stage.None && m_Direction == JumpState.Direction.None) { - return m_Ability.CurState == m_State; + return m_State.CurStage == m_Stage; } - else if (m_State == JumpAbility.State.None && m_Direction != JumpAbility.Direction.None) + else if (m_Stage == JumpState.Stage.None && m_Direction != JumpState.Direction.None) { - return m_Ability.CurDirection == m_Direction; + return m_State.CurDirection == m_Direction; } else return false; diff --git a/Assets/Scripts/Avatar/Conditions/ConditionJumpDone.cs b/Assets/Scripts/Avatar/Conditions/ConditionJumpDone.cs index 1f213a50..a6e57e37 100644 --- a/Assets/Scripts/Avatar/Conditions/ConditionJumpDone.cs +++ b/Assets/Scripts/Avatar/Conditions/ConditionJumpDone.cs @@ -4,10 +4,10 @@ using UnityEngine; public class ConditionJumpDone : ConditionBase { - JumpAbility m_Jump; + JumpState m_Jump; float m_T; - public ConditionJumpDone(JumpAbility jump, float t = 1f) + public ConditionJumpDone(JumpState jump, float t = 1f) { m_Jump = jump; m_T = t; diff --git a/Assets/Scripts/Avatar/Conditions/ConditionJumpOnGround.cs b/Assets/Scripts/Avatar/Conditions/ConditionJumpOnGround.cs index 47f74cab..e0f75a69 100644 --- a/Assets/Scripts/Avatar/Conditions/ConditionJumpOnGround.cs +++ b/Assets/Scripts/Avatar/Conditions/ConditionJumpOnGround.cs @@ -4,9 +4,9 @@ using UnityEngine; public class ConditionJumpOnGround : ConditionBase { - JumpAbility m_Jump; + JumpState m_Jump; - public ConditionJumpOnGround(JumpAbility jump) + public ConditionJumpOnGround(JumpState jump) { m_Jump = jump; } -- cgit v1.1-26-g67d0