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State_Die_TypeA.cs
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State_Die_TypeA.cs
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using System.Collections.Generic;
public class State_Die_TypeA : IState_Die
{
Troll troll;
public Dictionary<string, string> openTheAni { get; set; }
public Dictionary<string, string> closeTheAni { get; set; }
public string[] exitAniTag;
string nowAnitag;
int lastAniTagHash;
int nowAnitagHash;
string StateName;
public void Excute()
{
nowAnitagHash = troll.ani.GetCurrentAnimatorStateInfo(4).tagHash;
if (nowAnitagHash == lastAniTagHash) return;
troll.useSpecialEffect(4);
nowAnitag = troll.getCurrentAniStateTag(4);
if (openTheAni.ContainsKey(nowAnitag))
{
troll.animatorSwitch(openTheAni[nowAnitag],
closeTheAni[nowAnitag]);
}
for (int i = 0; i < exitAniTag.Length; i++)
{
if (nowAnitag == exitAniTag[i]) troll.changeState(
StateName, nowAnitag);
}
lastAniTagHash = nowAnitagHash;
}
public void Enter()
{
troll.ChangeWeight(4, 1);
troll.printState(StateName);
nowAnitagHash = troll.ani.GetCurrentAnimatorStateInfo(4).tagHash;
troll.useSpecialEffect(4);
nowAnitag = troll.getCurrentAniStateTag(1);
nowAnitagHash = lastAniTagHash;
}
public void Exit()
{
}
public void die()
{
}
public void SetTroll(Troll troll)
{
this.troll = troll;
}
public State_Die_TypeA(Dictionary<string, string> openTheAni,
Dictionary<string, string> closeTheAni,
string[] exitAniTag)
{
StateName = "State_Die_TypeA";
this.openTheAni = openTheAni;
this.closeTheAni = closeTheAni;
this.exitAniTag = exitAniTag;
}
}