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- using UnityEngine;
- using System.Collections;
- public class FighterStateStark : FighterState
- {
- public static FighterState Creator (Fighter fighter)
- {
- return new FighterStateStark (fighter);
- }
- public FighterStateStark (Fighter fighter)
- : base (fighter, FighterStateType.Stark)
- {
- }
- public override void OnEnter (FighterStateType fromState, object param)
- {
- base.OnEnter(fromState, param);
- if (mFighter.Ctrl != null)
- mFighter.Ctrl.PauseAnim ();
- }
- public override void Update (float deltaTime)
- {
- //mFighter.PassiveMove.Update (deltaTime);
- }
- 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.IsSleep)
- mStateData.ChangeState(FighterStateType.Sleep);
- else if (!mStateData.IsGround)
- mStateData.ChangeState(FighterStateType.Down);
- else if (!mFighter.IsNavRun)
- mStateData.ChangeState(FighterStateType.Idle);
- }
- public override void OnLeave ()
- {
- base.OnLeave ();
- if (mFighter.Ctrl != null)
- mFighter.Ctrl.ResumeAnim ();
- }
- public override FighterStateType GetTriggerNextState (FighterStateTriggerType triggerType, int checkVal = 0)
- {
- switch(triggerType)
- {
- case FighterStateTriggerType.Attack:
- return mFighter.CurrentBattleField.IsPlayingRecorder ? FighterStateType.Attack : FighterStateType.None;
- default:
- return FighterStateType.None;
- }
- }
- }
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