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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace UnitStates.Common
{
public class IdleState : UnitStateBase
{
public struct IdleParam : IStateParam
{
}
public bool bCrossfade;
public override void ModifyNextState(EUnitState state, UnitStateBase nextState)
{
}
public override void OnEnter(IStateParam param)
{
if(m_Owner.isInAir)
{
//m_Owner.unitStatemachine.ChangeState(EUnitState.Landing);
UnitStates.Common.LandingState.Param landingParam = new LandingState.Param();
landingParam.height = m_Owner.height;
landingParam.process = LandingState.EProcess.Landing_Loop;
landingParam.useLastMotion = false;
landingParam.lastMotion = unitMotion.currentMotionData;
fsm.ChangeState(EUnitState.Landing, landingParam);
}
else
{
if (bCrossfade)
{
MotionData motion = m_Motion.GetMotionDataByAnimationType(EAnimationType.Idle);
m_Motion.CrossFade(motion.uid, 1f, motion.extraData.crossfadeNormalizedTimeOffset);
}
else
{
m_Motion.Trigger(EAnimationType.Idle);
}
}
bCrossfade = false;
}
public override void OnExit()
{
}
public override void OnFixedUpdate()
{
}
public override void OnUpdate()
{
}
}
}
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