using System.Collections;
using System.Collections.Generic;
using UnityEngine;
///
/// 每个角色拥有一个ablity system
///
public class AbilitySystem
{
///
/// 当前执行的ability
///
private AbilityBase m_Currrent;
public AbilityBase Current
{
get
{
return m_Currrent;
}
}
private List m_Abilities = new List();
public AbilitySystem()
{
}
public void ForceStart(AbilityBase ability)
{
if (ability == null)
return;
if (m_Currrent != null)
m_Currrent.OnExit();
m_Currrent = ability;
m_Currrent.OnEnter();
}
public void AddAbility(AbilityBase ability)
{
m_Abilities.Add(ability);
}
public void OnUpdate()
{
if(m_Currrent != null)
{
m_Currrent.OnUpdate();
}
}
public void OnLateUpdate()
{
if(m_Currrent != null)
{
m_Currrent.OnLateUpdate();
}
}
public void OnHit(PhysicsCollisionInfo info)
{
if(m_Currrent != null)
{
m_Currrent.OnHit(info);
}
}
public void OnHurt(PhysicsCollisionInfo info)
{
if (m_Currrent != null)
{
m_Currrent.OnHurt(info);
}
}
public void SwitchToAbility(AbilityBase targetAbility)
{
if (m_Currrent != null)
m_Currrent.OnExit();
m_Currrent = targetAbility;
m_Currrent.OnEnter();
}
}