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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
// 玩家角色控制器
[DisallowMultipleComponent]
public class PCController : UnitController
{
public static PCController instance;
#region Unit的三种效果
public UnitAfterImage unitAfterImage;
public UnitImageEffect unitImageEffect;
public UnitLensEffect unitLensEffect;
#endregion
public override UnitType type { get { return UnitType.PC; } }
private void Awake()
{
instance = this;
}
protected override void Initialize()
{
base.Initialize();
unitState = GetOrAddUnitComponent<PCState>();
unitState.Initialize();
unitAnimation = GetOrAddUnitComponent<PCAnimation>();
unitAnimation.Initialize();
unitAfterImage = GetOrAddUnitComponent<UnitAfterImage>();
unitAfterImage.Initialize();
unitImageEffect = GetOrAddUnitComponent<UnitImageEffect>();
unitImageEffect.Initialize();
unitLensEffect = GetOrAddUnitComponent<UnitLensEffect>();
unitLensEffect.Initialize();
}
public override void Update()
{
base.Update();
unitAfterImage.OnUpdate();
unitImageEffect.OnUpdate();
}
public override void OnHit(CollisionInfo info)
{
ColliderBox hitbox = info.collider.colliderInfo.collider;
Debug.Assert(hitbox.type == ColliderBox.EColliderType.HitBox);
}
public override void OnGetHit(CollisionInfo info)
{
}
public override void OnGrab()
{
}
public override void OnPull()
{
}
}
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