FighterStateBeHitDown.cs 1.2 KB

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  1. using UnityEngine;
  2. using System.Collections;
  3. public class FighterStateBeHitDown : FighterState
  4. {
  5. const float state_end_time = 0.5f;
  6. public static FighterState Creator (Fighter fighter)
  7. {
  8. return new FighterStateBeHitDown (fighter);
  9. }
  10. public FighterStateBeHitDown (Fighter fighter)
  11. : base (fighter, FighterStateType.BeHitDown)
  12. {
  13. mAnimName = FighterAnimatorHash.StateBeHitDown;
  14. }
  15. public override void OnEnter (FighterStateType fromState, object param)
  16. {
  17. base.OnEnter(fromState, param);
  18. }
  19. public override void Update (float deltaTime)
  20. {
  21. if (!mStateData.IsAlive)
  22. mStateData.ChangeState(FighterStateType.Die);
  23. }
  24. public override void OnDataChanged ()
  25. {
  26. if (mStateData.IsStark)
  27. mStateData.ChangeState (FighterStateType.Stark);
  28. }
  29. public override FighterStateType GetTriggerNextState (FighterStateTriggerType triggerType, int checkVal = 0)
  30. {
  31. switch (triggerType) {
  32. case FighterStateTriggerType.BeHit:
  33. return FighterStateType.BeHit;
  34. case FighterStateTriggerType.NavRun:
  35. return FighterStateType.NavRun;
  36. default:
  37. return FighterStateType.None;
  38. }
  39. }
  40. }