using System.Collections; using System.Collections.Generic; using UnityEngine; public class MoveState : StateBase { Animator m_Animator; int m_AnimHash; /// /// 在跑动状态时可以切换的state /// private List m_Triggers = new List(); public MoveState(Animator animator, int animation) { m_Animator = animator; m_AnimHash = animation; } public override void OnInit() { } public override void OnDefend() { throw new System.NotImplementedException(); } public override void OnEnter() { m_Animator.CrossFadeInFixedTime(m_AnimHash, 0.1f); foreach (var trigger in m_Triggers) { trigger.Reset(); } } public override void OnExit() { } public override void OnTranslate(StateBase to) { } public override void OnUpdate() { foreach (var stateTrigger in m_Triggers) { if (stateTrigger.Update() && stateTrigger.Swallow) break; } } public void AddTrigger(Trigger trigger) { if (trigger == null || m_Triggers.Contains(trigger)) return; m_Triggers.Add(trigger); } }