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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 每个角色拥有一个ablity system
/// </summary>
public class AbilitySystem
{
private static List<AbilitySystem> AbilitySystems = new List<AbilitySystem>();
/// <summary>
/// 当前执行的ability
/// </summary>
private AbilityBase m_Currrent;
public AbilityBase Current
{
get
{
return m_Currrent;
}
}
private List<AbilityBase> m_Abilities = new List<AbilityBase>();
public AbilitySystem()
{
AbilitySystems.Add(this);
}
public static void Update()
{
foreach(var systems in AbilitySystems)
{
systems.OnUpdate();
}
}
public void ForceStart(AbilityBase ability)
{
if (ability == null)
return;
if (m_Currrent != null)
m_Currrent.OnExit();
m_Currrent = ability;
m_Currrent.OnEnter();
}
public void AddAbility(AbilityBase ability)
{
m_Abilities.Add(ability);
}
public void OnUpdate()
{
if(m_Currrent != null)
{
m_Currrent.OnUpdate();
}
}
public void SwitchToAbility(AbilityBase targetAbility)
{
if (m_Currrent != null)
m_Currrent.OnExit();
m_Currrent = targetAbility;
m_Currrent.OnEnter();
}
}
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