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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
{
	/// <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>();

    private UberAbility m_UberAbility;

	public AbilitySystem()
	{
	}

	public void ForceStart(AbilityBase ability)
	{
		if (ability == null)
			return;

		if (m_Currrent != null)
			m_Currrent.OnExit();

		m_Currrent = ability;
		m_Currrent.OnEnter();
	}

    public void SetUberAbility(UberAbility ability)
    {
        m_UberAbility = ability;
    }

	public void AddAbility(AbilityBase ability)
	{
		m_Abilities.Add(ability);
	}

	public void OnUpdate()
	{
		if(m_Currrent != null)
		{
			m_Currrent.OnUpdate();
		}
        if(m_UberAbility != null)
        {
            m_UberAbility.OnUpdate();
        }
    }

	public void OnPhysicsUpdate()
	{
		if(m_Currrent != null)
		{
			m_Currrent.OnPhysicsUpdate();
		}
        if(m_UberAbility != null)
        {
            m_UberAbility.OnPhysicsUpdate();
        }
    }

    public void OnHit(HitInfo info)
    {

    }

    public void OnHurt(HurtInfo info)
    {

    }

    public void SwitchToAbility(AbilityBase targetAbility)
	{
		if (m_Currrent != null)
			m_Currrent.OnExit();
		m_Currrent = targetAbility;
		m_Currrent.OnEnter();
	}

    // 获得当前击打如果有的话
    public Hit GetHit()
    {
        if (Current == null || !(Current is AttackAbility))
            return null;
        AttackAbility ability = Current as AttackAbility;
        return ability.GetHit();
    }

}