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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>();

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

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

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

    public void OnHit(PhysicsCollisionInfo info)
    {
        if(m_Currrent != null)
        {
            m_Currrent.OnHit(info);
        }
    }
    public void OnHurt(PhysicsCollisionInfo info)
    {
        if (m_Currrent != null)
        {
            m_Currrent.OnHurt(info);
        }
    }

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

}