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() { } }