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); } }