using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MoveAbility : 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();
public MoveAbility(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);
}
public override void OnExit()
{
}
public override void OnHit()
{
}
public override void OnHurt()
{
}
public override void OnTranslate(AbilityBase to)
{
}
public override void OnUpdate()
{
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);
}
}