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path: root/Assets/Scripts/AbilitySystem/Abilities/AttackAbility.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

// 单独的一个招式
public class AttackAbility : AbilityBase
{
	Animator m_Animator;
	int m_AnimHash;

	/// <summary>
	/// 在跑动状态时可以切换的ability
	/// </summary>
	private List<Trigger> m_Triggers = new List<Trigger>();

	/// <summary>
	/// 从动画结束开始计时
	/// </summary>
	float m_TimeCount;
	public float ExpireTime
	{
		get
		{
			return m_TimeCount;
		}
	}

	public AttackAbility(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_TimeCount = 0;
		m_Animator.CrossFadeInFixedTime(m_AnimHash, 0.25f);
	}

	public override void OnExit()
	{
		m_TimeCount = 0;
	}

	public override void OnHit()
	{
	}

	public override void OnHurt()
	{
	}

	public override void OnTranslate(AbilityBase to)
	{
	}

	public override void OnUpdate()
	{
		AnimatorStateInfo info =  m_Animator.GetCurrentAnimatorStateInfo(0);
		if(info.shortNameHash == m_AnimHash && info.normalizedTime >= 0.99f)
		{
			m_TimeCount += Time.deltaTime;
		}
		foreach (var abilityTrigger in m_Triggers)
		{
			if (abilityTrigger.Update())
				break;
		}
	}

	public void AddTrigger(Trigger trigger)
	{
		if (trigger == null || m_Triggers.Contains(trigger))
			return;
		m_Triggers.Add(trigger);
	}

}