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();
private UberAbility m_UberAbility;
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 SetUberAbility(UberAbility ability)
{
m_UberAbility = ability;
}
public void AddAbility(AbilityBase ability)
{
m_Abilities.Add(ability);
}
public void OnUpdate()
{
if(m_Currrent != null)
{
m_Currrent.OnUpdate();
}
if(m_UberAbility != null)
{
m_UberAbility.OnUpdate();
}
}
public void OnPhysicsUpdate()
{
if(m_Currrent != null)
{
m_Currrent.OnPhysicsUpdate();
}
if(m_UberAbility != null)
{
m_UberAbility.OnPhysicsUpdate();
}
}
public void OnHit(HitInfo info)
{
if (m_Currrent != null)
m_Currrent.OnHit(info);
}
public void OnHurt(HurtInfo 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();
}
// 获得当前击打如果有的话
public Hit GetHit()
{
if (Current == null || !(Current is AttackAbility))
return null;
AttackAbility ability = Current as AttackAbility;
return ability.GetHit();
}
}