using UnityEngine; using System.Collections; public class FighterStateBeHitDown : FighterState { const float state_end_time = 0.5f; public static FighterState Creator (Fighter fighter) { return new FighterStateBeHitDown (fighter); } public FighterStateBeHitDown (Fighter fighter) : base (fighter, FighterStateType.BeHitDown) { mAnimName = FighterAnimatorHash.StateBeHitDown; } public override void OnEnter (FighterStateType fromState, object param) { base.OnEnter(fromState, param); } public override void Update (float deltaTime) { if (!mStateData.IsAlive) mStateData.ChangeState(FighterStateType.Die); } public override void OnDataChanged () { if (mStateData.IsStark) mStateData.ChangeState (FighterStateType.Stark); } public override FighterStateType GetTriggerNextState (FighterStateTriggerType triggerType, int checkVal = 0) { switch (triggerType) { case FighterStateTriggerType.BeHit: return FighterStateType.BeHit; case FighterStateTriggerType.NavRun: return FighterStateType.NavRun; default: return FighterStateType.None; } } }