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- using UnityEngine;
- using System.Collections;
- public class FighterStateDownIdle : FighterState
- {
- const float state_end_time = 0.5f;
- public static FighterState Creator (Fighter fighter)
- {
- return new FighterStateDownIdle (fighter);
- }
- public FighterStateDownIdle (Fighter fighter)
- : base (fighter, FighterStateType.DownIdle)
- {
- }
- int nOverFrame = 0;
- public override void OnEnter (FighterStateType fromState, object param)
- {
- base.OnEnter(fromState, param);
- nOverFrame = ChangeFrame(state_end_time);
- m_nFrame = 0;
- }
- public override void Update (float deltaTime)
- {
- m_nFrame += 1;
- if (m_nFrame == nOverFrame)
- {
- if(mStateData.IsAlive)
- mStateData.ChangeState(mStateData.GetIdleNext());
- else
- 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:
- if (checkVal > 0)
- return FighterStateType.BeHit;
- else
- return FighterStateType.None;
- case FighterStateTriggerType.NavRun:
- return FighterStateType.NavRun;
- case FighterStateTriggerType.Attack:
- return mFighter.CurrentBattleField.IsPlayingRecorder ? FighterStateType.Attack : FighterStateType.None;
- default:
- return FighterStateType.None;
- }
- }
- }
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