using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public partial class ArmorSoldierScript : Avatar, IInteractable
{
	public Animator m_Animator;

	void Awake()
	{
		m_Animator = GetComponent<Animator>();
	}

    private void Start()
    {
		base.Init();

		SetupAnim();
		SetupStates();
    }

    private void OnAnimatorMove()
	{
		Animator animator = GetComponent<Animator>();

        AnimatorStateInfo stateInfo = animator.GetCurrentAnimatorStateInfo(0);

        // animator.deltaPosition和animator.deltaRotation是animator做的root motion后的结果
        // 在后面做一个硬性约束z=0,将角色限制在z=0平面上
        if (stateInfo.IsTag("IgnoreRootMotion"))
        {
            // ignore root motion 
            //Debug.Log("ignore root motion ");
        }
        else
		{
			Vector3 position = transform.position;
			position.x += animator.deltaPosition.x;
			position.y += animator.deltaPosition.y;
			transform.position = position;

			// animation clip导入设置旋转一般上设置为baked inpose,不需要手动限制
			transform.rotation *= animator.deltaRotation;
		}
	}

    public void Hurt()
    {
    }

    public override void OnHurt(HurtInfo hurtInfo)
    {
        base.OnHurt(hurtInfo);
        Hurt();
    }

}