FighterStateResurrection.cs 1.6 KB

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  1. using UnityEngine;
  2. using System.Collections;
  3. public class FighterStateResurrection : FighterState
  4. {
  5. public static FighterState Creator (Fighter fighter)
  6. {
  7. return new FighterStateResurrection (fighter);
  8. }
  9. public FighterStateResurrection (Fighter fighter)
  10. : base (fighter, FighterStateType.Revive)
  11. {
  12. mAnimName = FighterAnimatorHash.StateResurrection;
  13. }
  14. public override void OnEnter (FighterStateType fromState, object param)
  15. {
  16. base.OnEnter(fromState, param);
  17. }
  18. public override void Update (float deltaTime)
  19. {
  20. }
  21. public override void OnDataChanged ()
  22. {
  23. if (mStateData.IsVertigo)
  24. mStateData.ChangeState(FighterStateType.Vertigo);
  25. else if (mStateData.IsSleep)
  26. mStateData.ChangeState(FighterStateType.Sleep);
  27. else if (mStateData.IsStark)
  28. mStateData.ChangeState (FighterStateType.Stark);
  29. else
  30. mStateData.ChangeState(mStateData.GetIdleNext());
  31. }
  32. public override FighterStateType GetTriggerNextState (FighterStateTriggerType triggerType, int checkVal = 0)
  33. {
  34. switch (triggerType) {
  35. case FighterStateTriggerType.BeHit:
  36. if (checkVal > 0)
  37. return FighterStateType.BeHit;
  38. else
  39. return FighterStateType.None;
  40. case FighterStateTriggerType.NavRun:
  41. return FighterStateType.NavRun;
  42. case FighterStateTriggerType.Run:
  43. return FighterStateType.Run;
  44. case FighterStateTriggerType.Attack:
  45. return mFighter.CurrentBattleField.IsPlayingRecorder ? FighterStateType.Attack : FighterStateType.None;
  46. default:
  47. return FighterStateType.None;
  48. }
  49. }
  50. }