using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public struct AttackAbilityConfig
{
public Vector3 velocity; // velocity setup
public int motion;
public Animator animator;
public PhysicsBody body;
}
// 单独的一个招式
public class AttackAbility : AbilityBase
{
AttackAbilityConfig m_Config = new AttackAbilityConfig();
///
/// 在跑动状态时可以切换的ability
///
private List m_Triggers = new List();
private List m_LateTriggers = new List();
///
/// 从动画结束开始计时
///
float m_TimeCount;
public float ExpireTime
{
get
{
return m_TimeCount;
}
}
public AttackAbility(Animator animator, int animation, PhysicsBody body = null)
{
m_Config.animator = animator;
m_Config.motion = animation;
m_Config.velocity = Vector3.zero;
m_Config.body = body;
}
public AttackAbility(AttackAbilityConfig 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, 0);
if(m_Config.body != null)
{
m_Config.body.Velocity = m_Config.velocity;
}
}
public override void OnExit()
{
m_TimeCount = 0;
}
public override void OnHit()
{
}
public override void OnHurt()
{
}
public override void OnTranslate(AbilityBase 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 abilityTrigger in m_Triggers)
{
if (abilityTrigger.Update() && abilityTrigger.Swallow)
break;
}
}
// 在物理模拟之后
public override void OnLateUpdate()
{
foreach (var trigger in m_LateTriggers)
{
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 AddLateTrigger(Trigger trigger)
{
if (trigger == null || m_LateTriggers.Contains(trigger))
return;
m_LateTriggers.Add(trigger);
}
}