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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

/// <summary>
/// 将伤害类型进行分类,决定不同的motion类型
/// </summary>
public enum HurtType
{
    Light = 0,  // 轻击
    Medium, // 中击
    Hard,   // 重击
    Back,    
    Up,
    Diagup
}


public class HurtState : StateBase
{
	Animator m_Animator;

	int m_AnimHash;

	/// <summary>
	/// 在Idle状态时可以切换的state
	/// </summary>
	private List<Trigger> m_Triggers = new List<Trigger>();

	public HurtState(Animator animator, int animation)
		: base()
	{
		m_Animator = animator;
		m_AnimHash = animation;
	}

	public override void OnEnter()
	{
		m_Animator.CrossFadeInFixedTime(m_AnimHash, 0.25f);

		foreach (var trigger in m_Triggers)
		{
			trigger.Reset();
		}
	}

	public override void OnInit()
	{
		base.OnInit();
	}

	public override void OnUpdate()
	{
		foreach (var trigger in m_Triggers)
		{
			if (trigger.Update() && trigger.Swallow)
				break;
		}

		base.OnUpdate();
	}

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

}