public void Awake() { //此处填写Awake逻辑 m_AnimationComponent = this.Entity.GetComponent <AnimationComponent>(); m_StackFsmComponent = this.Entity.GetComponent <StackFsmComponent>(); m_MouseTargetSelectorComponent = Game.Scene.GetComponent <MouseTargetSelectorComponent>(); m_UserInputComponent = Game.Scene.GetComponent <UserInputComponent>(); }
public override void OnFinished() { AnimationComponent animationComponent = this.GetBuffTarget().GetComponent <AnimationComponent>(); foreach (var animMapInfo in m_ReplacedAnimData) { animationComponent.RuntimeAnimationClips[animMapInfo.Key] = animMapInfo.Value; } animationComponent.PlayAnimByStackFsmCurrent(); m_ReplacedAnimData.Clear(); }
public override void OnExecute() { ReplaceAnimBuffData replaceAnimBuffData = this.BuffData as ReplaceAnimBuffData; AnimationComponent animationComponent = this.GetBuffTarget().GetComponent <AnimationComponent>(); foreach (var animMapInfo in replaceAnimBuffData.AnimReplaceInfo) { this.m_ReplacedAnimData[animMapInfo.StateType] = animationComponent.RuntimeAnimationClips[animMapInfo.StateType]; animationComponent.RuntimeAnimationClips[animMapInfo.StateType] = animMapInfo.AnimName; } animationComponent.PlayAnimByStackFsmCurrent(); this.BuffState = BuffState.Running; }
public override void Dispose() { if (IsDisposed) { return; } base.Dispose(); //此处填写释放逻辑,但涉及Entity的操作,请放在Destroy中 m_UserInputComponent = null; m_StackFsmComponent = null; m_AnimationComponent = null; this.CancellationTokenSource?.Dispose(); this.CancellationTokenSource = null; }