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- using UnityEngine;
- using System.Collections;
- public class FighterStateResurrection : FighterState
- {
- public static FighterState Creator (Fighter fighter)
- {
- return new FighterStateResurrection (fighter);
- }
- public FighterStateResurrection (Fighter fighter)
- : base (fighter, FighterStateType.Revive)
- {
- mAnimName = FighterAnimatorHash.StateResurrection;
- }
- public override void OnEnter (FighterStateType fromState, object param)
- {
- base.OnEnter(fromState, param);
- }
- public override void Update (float deltaTime)
- {
- }
- public override void OnDataChanged ()
- {
- if (mStateData.IsVertigo)
- mStateData.ChangeState(FighterStateType.Vertigo);
- else if (mStateData.IsSleep)
- mStateData.ChangeState(FighterStateType.Sleep);
- else if (mStateData.IsStark)
- mStateData.ChangeState (FighterStateType.Stark);
- else
- mStateData.ChangeState(mStateData.GetIdleNext());
- }
- 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.Run:
- return FighterStateType.Run;
- case FighterStateTriggerType.Attack:
- return mFighter.CurrentBattleField.IsPlayingRecorder ? FighterStateType.Attack : FighterStateType.None;
- default:
- return FighterStateType.None;
- }
- }
- }
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