using System.Collections;
using System.Collections.Generic;
using UnityEngine;
// 单独的一个招式
public class AttackAbility : AbilityBase
{
Animator m_Animator;
int m_AnimHash;
///
/// 在跑动状态时可以切换的ability
///
private List m_Triggers = 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)
{
m_Animator = animator;
m_AnimHash = animation;
}
public override void OnInit()
{
}
public override void OnDefend()
{
throw new System.NotImplementedException();
}
public override void OnEnter()
{
m_TimeCount = 0;
m_Animator.CrossFadeInFixedTime(m_AnimHash, 0.25f);
}
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_Animator.GetCurrentAnimatorStateInfo(0);
if(info.shortNameHash == m_AnimHash && info.normalizedTime >= 0.99f)
{
m_TimeCount += Time.deltaTime;
}
foreach (var abilityTrigger in m_Triggers)
{
if (abilityTrigger.Update())
break;
}
}
public void AddTrigger(Trigger trigger)
{
if (trigger == null || m_Triggers.Contains(trigger))
return;
m_Triggers.Add(trigger);
}
}