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- using UnityEngine;
- using System.Collections;
- public class FighterStateComing : FighterState
- {
- public static FighterState Creator(Fighter fighter)
- {
- return new FighterStateComing(fighter);
- }
- public FighterStateComing(Fighter fighter)
- :base(fighter,FighterStateType.Coming)
- {
- mAnimName = FighterAnimatorHash.StateComing;
- }
- int nOverFrame = 0;
- public override void OnEnter(FighterStateType fromState, object param)
- {
- base.OnEnter(fromState, param);
- nOverFrame = ChangeFrame(mFighter.ComingTime);
- m_nFrame = 0;
- }
- public override void Update(float deltaTime)
- {
- m_nFrame += 1;
- if(m_nFrame >= nOverFrame)
- {
- mStateData.ChangeState(FighterStateType.Idle);
- }
- }
- public override void OnDataChanged()
- {
- }
- public override FighterStateType GetTriggerNextState(FighterStateTriggerType triggerType, int checkVal = 0)
- {
- return FighterStateType.None;
- }
- }
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