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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MonsterController : UnitController
{
public override UnitType type { get { return UnitType.Monster; } }
public override void Initialize(GameObject obj, string folder)
{
base.Initialize(obj, folder);
unitState = gameObject.GetOrAddComponent<MonsterState>();
unitState.Initialize();
unitAnimation = gameObject.GetOrAddComponent<MonsterAnimation>();
unitAnimation.Initialize();
}
public override void Update()
{
base.Update();
}
public override void OnHit(CollisionInfo info)
{
}
public override void OnGetHit(CollisionInfo info)
{
ColliderBox hitbox = info.collider.colliderInfo.collider;
Debug.Assert(hitbox.type == ColliderBox.EColliderType.HitBox);
if(hitbox.hitResponse == ColliderBox.EHitResponse.Light)
{
monsterState.ChangeState(MonsterState.EUnitState.HitLight, new MonsterState.HitLightParam());
}
else if(hitbox.hitResponse == ColliderBox.EHitResponse.HitAir)
{
monsterState.ChangeState(MonsterState.EUnitState.HitAir, new MonsterState.HitAirParam());
}
string path = hitbox.sparkPath;
GameObject vfx = ResourceManager.Instance.LoadAsset<GameObject>(path);
if(vfx != null)
{
GameObject go = GameObject.Instantiate(vfx);
go.transform.position = center + hitbox.sparkOffset;
go.transform.localScale = hitbox.sparkScale;
}
}
public override void OnGetShot(CollisionInfo info)
{
monsterState.ChangeState(MonsterState.EUnitState.HitLight, new MonsterState.HitLightParam());
}
}
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