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- using UnityEngine;
- using System.Collections;
- public class FighterStateSleep : FighterState
- {
- public static FighterState Creator(Fighter fighter)
- {
- return new FighterStateSleep(fighter);
- }
- public FighterStateSleep(Fighter fighter)
- :base(fighter,FighterStateType.Sleep)
- {
- mAnimName = FighterAnimatorHash.StateSleep;
- }
- public override void OnEnter(FighterStateType fromState, object param)
- {
- base.OnEnter(fromState, param);
- }
- public override void Update(float deltaTime)
- {
- base.Update(deltaTime);
- }
- public override void OnLeave()
- {
- base.OnLeave();
- }
- public override void OnDataChanged()
- {
- if (!mStateData.IsAlive)
- mStateData.ChangeState(mStateData.IsGround ? FighterStateType.Die : FighterStateType.BeHitDown);
- else if (mStateData.IsVertigo)
- mStateData.ChangeState(FighterStateType.Vertigo);
- 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:
- return checkVal > 0 ? FighterStateType.BeHit : FighterStateType.None;
- case FighterStateTriggerType.Attack:
- return mFighter.CurrentBattleField.IsPlayingRecorder ? FighterStateType.Attack : FighterStateType.None;
- default:
- return FighterStateType.None;
- }
- }
- }
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