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path: root/Assets/Scripts/Avatar/StateController.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

/// <summary>
/// 每个角色拥有一个state system
/// </summary>
public class StateController
{
	/// <summary>
	/// 当前执行的state
	/// </summary>
	private StateBase m_Currrent;

	public StateBase Current
	{
		get
		{
			return m_Currrent;
		}
	}

	private List<StateBase> m_States = new List<StateBase>();

    private UberState m_UberState;

	public StateController()
	{
	}

	public void ForceStart(StateBase state)
	{
		if (state == null)
			return;

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

		m_Currrent = state;
		m_Currrent.OnEnter();
	}

    public void SetUberState(UberState state)
    {
        m_UberState = state;
    }

	public void AddState(StateBase state)
	{
		m_States.Add(state);
	}

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

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

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

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

    public void SwitchToState(StateBase targetState)
	{
		if (m_Currrent != null)
			m_Currrent.OnExit();
		m_Currrent = targetState;
		m_Currrent.OnEnter();
	}

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

}