void OnEventStartAttack(int attackType) { // Debug.LogFormat("OnEventStartAttack attackType:{0}", attackType); attackSeqCount += 1; attackSeqState = AttackSeqState.Attack; // 进入攻击状态,可以触发连击 if (mkb == null) { return; } mkb.OnEventStartAttack(attackType); }
void OnEventEndAttack(int attackType) { // Debug.LogFormat("OnEventEndAttack attackType:{0}", attackType); attackSeqCount -= 1; if (attackSeqCount <= 0) { attackSeqState = AttackSeqState.Idle; // 退出攻击状态,无法触发连击 } else { attackSeqState = AttackSeqState.Attack; // 进入攻击状态,可以触发连击 } // animator.SetTrigger("attackToIdle"); if (mkb == null) { return; } mkb.OnEventEndAttack(attackType); }