using System.Collections;
using System.Collections.Generic;
using UnityEngine;
///
/// 将伤害类型进行分类,决定不同的motion类型
///
public enum HurtType
{
Light = 0, // 轻击
Medium, // 中击
Hard, // 重击
Back,
Up,
Diagup
}
public class HurtState : StateBase
{
Animator m_Animator;
int m_AnimHash;
///
/// 在Idle状态时可以切换的state
///
private List m_Triggers = new List();
public HurtState(Animator animator, int animation)
: base()
{
m_Animator = animator;
m_AnimHash = animation;
}
public override void OnEnter()
{
m_Animator.CrossFadeInFixedTime(m_AnimHash, 0.25f);
foreach (var trigger in m_Triggers)
{
trigger.Reset();
}
}
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);
}
}