public void UseActiveSkill() { if (uniData.PlayerStateMachine.CurrentStateID == (uint)UnitData.UnitStateType.attack) { return; //当前已经是attack状态则不转换为attack状态 } uniData.PlayerStateMachine.SwitchState((uint)UnitData.UnitStateType.attack, null, null); AnimationPlay.Play(uniData, animationName, false); uniData.animationData.skeletonAnimation.state.Complete += ReturnToIdle; uniData.animationData.skeletonAnimation.state.Event += HurtUnit; }
//void OnEnter(); //void OnLeave(); //等待补全 public void OnEnter(StateMachine machine, IState preState, object param1, object param2) { //Debug.Log("进入了IDLE动画"); AnimationPlay.Play(unitData, "idle"); }
//void OnEnter(); //void OnLeave(); //等待补全 public void OnEnter(StateMachine machine, IState preState, object param1, object param2) { AnimationPlay.Play(unitData, "run"); }