AkiraPixelWind/Assets/Scripts/Main/Role/CharacterMachine/CharacterMachine.cs

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2023-01-05 00:28:20 +08:00
using Game;
using Game.HotFix;
using System.Collections.Generic;
using UnityEngine;
namespace Game
{
public class CharacterMachine : ICharMachineBase //<2F>Ƿ<EFBFBD>ʹ<EFBFBD><CAB9><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD>ʹ<EFBFBD><CAB9>MonoBehaviour <20><><EFBFBD>ⲿ<EFBFBD><E2B2BF><EFBFBD><EFBFBD>,<2C><><EFBFBD><EFBFBD><EFBFBD>޸<EFBFBD>
{
private Animator _animator;
public bool IsAttacking()
{
AnimatorStateInfo stateInfo = _animator.GetCurrentAnimatorStateInfo(0);
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if (stateInfo.IsName("Idle"))
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return false;
if (stateInfo.IsName("Run"))
return false;
if (stateInfo.IsName("Hit"))
return false;
return true;
}
#region <EFBFBD><EFBFBD><EFBFBD>ʵ<EFBFBD><EFBFBD>
public void InitMachine(Transform trans)
{
_animator = trans.GetComponent<Animator>();
}
public void ReleazeMachine()
{
_animator = null;
}
public void Update_Logic()
{ }
public void StartRun()
{
_animator.SetInteger("Speed", 1);
}
public void BackToIdle()
{
_animator.SetInteger("Speed", 0);
}
public void DeadToIdle()
{
_animator.SetBool("Dead", false);
}
public void SetAttack(string anim)
{
_animator.SetBool(anim, true);
}
public void SetOtherAnime(string anim)
{
_animator.Play(anim);
}
public void PlayDead()
{
_animator.SetBool("Dead", true);
}
public void StartHit()
{
_animator.SetBool("Hit", true);
}
#endregion
}
}