using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class IdleAbility : AbilityBase
{
Animator m_Animator;
int m_AnimHash;
///
/// 在Idle状态时可以切换的ability
///
private List m_Triggers = new List();
public IdleAbility(Animator animator, int animation)
: base()
{
m_Animator = animator;
m_AnimHash = animation;
}
public override void OnEnter()
{
m_Animator.CrossFadeInFixedTime(m_AnimHash, 0.25f);
}
public override void OnInit()
{
base.OnInit();
}
public override void OnUpdate()
{
foreach(var trigger in m_Triggers)
{
if (trigger.Update() && trigger.Swallow)
break;
}
base.OnUpdate();
}
public void AddTrigger(Trigger trigger)
{
if (trigger == null || m_Triggers.Contains(trigger))
return;
m_Triggers.Add(trigger);
}
}