using System.Collections;
using System.Collections.Generic;
using UnityEngine;
///
/// 同一个角色同一个时间只能有一个state
///
public abstract class StateBase
{
protected int m_StateID;
public int ID
{
get
{
return m_StateID;
}
}
public StateBase()
{
m_StateID = UIDManager.Acquire();
}
public virtual void OnInit() { }
///
/// 进入当前state的回调
///
public virtual void OnEnter() { }
///
/// 退出当前state的回调
///
public virtual void OnExit() { }
///
/// 当前state的update函数
///
public virtual void OnUpdate() { }
///
/// 在物理模拟之后更新
///
public virtual void OnPhysicsUpdate() { }
///
/// 过渡到下一个state的回调
///
///
public virtual void OnTranslate(StateBase to) { }
///
/// 检测到hitbox碰撞时的回调
///
public virtual void OnHit(HitInfo info) { }
///
/// 检测到hurtbox碰撞时的回调
///
public virtual void OnHurt(HurtInfo info) { }
///
/// 检测到defendbox碰撞时的回调
///
public virtual void OnDefend() { }
}