AkiraPixelWind/Assets/Scripts/Main/AnimeScript/anime_OnceAttack.cs

58 lines
2.1 KiB
C#

using Game;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public enum E_ONCEATTACK_STEP
{
None,
InAttack,
InAttackCanToNext
}
public class anime_OnceAttack : StateMachineBehaviour
{
public float CanSkipTime = 0.8f;
public bool SendCanToNext = false;
public long RoleID = 0;
public int NodeType = 0;
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
NodeType = animator.GetInteger("NodeType");
RoleID = animator.GetInteger("RoleID");
SendCanToNext = false;
AppEntry.Event.Fire(null, MainPlayerOnceAttackEventArgs.Create(RoleID,(E_NODE_TYPE)NodeType, E_ONCEATTACK_STEP.InAttack));
}
// OnState}Update is called on each Update frame between OnStateEnter and OnStateExit callbacks
override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
if (!SendCanToNext && stateInfo.normalizedTime > 0.8f)
{
SendCanToNext = true;
AppEntry.Event.Fire(null, MainPlayerOnceAttackEventArgs.Create(RoleID, (E_NODE_TYPE)NodeType, E_ONCEATTACK_STEP.InAttackCanToNext));
}
}
// OnStateExit is called when a transition ends and the state machine finishes evaluating this state
override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
AppEntry.Event.Fire(null, MainPlayerOnceAttackEventArgs.Create(RoleID, (E_NODE_TYPE)NodeType, E_ONCEATTACK_STEP.None));
}
// OnStateMove is called right after Animator.OnAnimatorMove()
//override public void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
//{
// // Implement code that processes and affects root motion
//}
// OnStateIK is called right after Animator.OnAnimatorIK()
//override public void OnStateIK(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
//{
// // Implement code that sets up animation IK (inverse kinematics)
//}
}