public void ReceiveState(ReceiveStateData stateData) { switch ((PlayerState)stateData.state) { case PlayerState.Trap: if (stateData.trapData.trapLevel == (char)TrapLevel.Trap1) { animatorController.AcceptSpecialState(PlayerDirection.Down, PlayerState.Trap); } break; case PlayerState.Save: animatorController.AcceptSpecialState(PlayerDirection.Down, PlayerState.Save); break; case PlayerState.Death: animatorController.AcceptSpecialState(PlayerDirection.Down, PlayerState.Death); break; } }
//这个状态是玩家自身的explore判断的 public void BeAttack() { Debug.Log("BeAttack"); animatorController.AcceptSpecialState(PlayerDirection.Down, PlayerState.Trap); behaviorCollector.SendTrapState(TrapLevel.Trap1); }