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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//public interface Interactable
//{
// void OnHit();
// void OnHurt();
// void OnGrab();
//}
public class UnitController : MonoBehaviour/*, Interactable*/
{
// 角色共有的组件
public UnitRender unitRender;
public UnitState unitState;
public PCState pcState { get { return unitState as PCState; } }
public MonsterState monsterState { get { return unitState as MonsterState; } }
public UnitAnimation unitAnimation;
public PCAnimation pcAnimation { get { return unitAnimation as PCAnimation; } }
public MonsterAnimation monsterAnimation { get { return unitAnimation as MonsterAnimation; } }
public UnitSkill unitSkill;
public UnitRootMotion unitRootMotion;
public UnitCollider unitCollider;
public GameObject unitObj; // 角色模型
public bool isTowardRight
{
get
{
return transform.rotation.eulerAngles.y == 0 ? true : false;
}
}
public virtual bool isOnGround
{
get
{
return transform.position.y <= 0f;
}
}
public bool isInAir
{
get
{
return !isOnGround;
}
}
private string m_Folder;
public string folder
{
get
{
return m_Folder;
}
}
private bool m_Visible;
public bool visible
{
get
{
return m_Visible;
}
}
public virtual void Initialize( GameObject obj , string folder)
{
unitObj = obj;
m_Folder = folder;
unitRender = gameObject.GetOrAddComponent<UnitRender>();
unitRender.Initialize();
unitSkill = gameObject.GetOrAddComponent<UnitSkill>();
unitSkill.Initialize();
unitRootMotion = gameObject.GetOrAddComponent<UnitRootMotion>();
unitRootMotion.Initialize();
unitCollider = gameObject.GetOrAddComponent<UnitCollider>();
unitCollider.Initialize();
}
public virtual void Update()
{
unitRender.OnUpdate();
unitState.OnUpdate();
unitAnimation.OnUpdate();
unitSkill.OnUpdate();
unitRootMotion.OnUpdate();
}
public virtual void OnDestroy()
{
}
public virtual void OnHit()
{
}
public virtual void OnHurt()
{
}
public virtual void OnGrab()
{
}
public void SetYPosition(float y)
{
Vector3 pos = transform.position;
pos.y = y;
transform.position = pos;
}
}
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