Esempio n. 1
0
        public override void OnUpdate(EKnightState currentState)
        {
            var stateInfo = Knight.ASM.Animator.GetCurrentAnimatorStateInfo(0);

            if (stateInfo.fullPathHash == Knight.ASM.BlockIdleHash && Knight.VO.isBlock)
            {
                Knight.ASM.SyncParameters();
                return;
            }

            if (Knight.VO.action == 0)
            {
                if (Knight.VO.speed > 0)
                {
                    Knight.FSM.SwitchState(EKnightState.MOVE);
                }
                else
                {
                    Knight.FSM.SwitchState(EKnightState.IDLE);
                }
            }
            else if (Knight.VO.action == 2)
            {
                Knight.FSM.SwitchState(EKnightState.ATTACK);
            }
        }
Esempio n. 2
0
        public override void OnUpdate(EKnightState currentState)
        {
            var stateInfo = Knight.ASM.Animator.GetCurrentAnimatorStateInfo(0);

            if (stateInfo.fullPathHash == Knight.ASM.AttackHash && stateInfo.normalizedTime >= _atkTimes)
            {
                _atkTimes++;
                Knight.ASM.SyncParameters();
                if (Knight.VO.action == 0)
                {
                    if (Knight.VO.speed > 0)
                    {
                        Knight.FSM.SwitchState(EKnightState.MOVE);
                    }
                    else
                    {
                        Knight.FSM.SwitchState(EKnightState.IDLE);
                    }
                }
                else if (Knight.VO.action == 1)
                {
                    Knight.FSM.SwitchState(EKnightState.DEFENCE);
                }
            }
        }
        public override void OnUpdate(EKnightState currentState)
        {
            if (Knight.VO.speed == 0)
            {
                Knight.FSM.SwitchState(EKnightState.IDLE);
                return;
            }

            switch (Knight.VO.action)
            {
            case 1:
                Knight.FSM.SwitchState(EKnightState.DEFENCE);
                return;

            case 2:
                Knight.FSM.SwitchState(EKnightState.ATTACK);
                return;
            }

            CheckMoveState();

            Vector3 dir = Knight.VO.moveDir.normalized;

            Knight.CC.SimpleMove(dir * Knight.VO.speed);

            Rotation();
        }
Esempio n. 4
0
        public override void OnUpdate(EKnightState currentState)
        {
            if (Knight.VO.speed > 0)
            {
                Knight.FSM.SwitchState(EKnightState.MOVE);
                return;
            }

            switch (Knight.VO.action)
            {
            case 1:
                Knight.FSM.SwitchState(EKnightState.DEFENCE);
                return;

            case 2:
                Knight.FSM.SwitchState(EKnightState.ATTACK);
                return;
            }


            //如果是空闲状态每隔几秒随机切换一个特殊的“打发时间”动画
            var stateInfo = Knight.ASM.Animator.GetCurrentAnimatorStateInfo(0);

            if (stateInfo.fullPathHash == Knight.ASM.Idle1Hash)
            {
                idleTypeSwitchCD -= Time.deltaTime;
                if (idleTypeSwitchCD <= 0)
                {
                    var random = UnityEngine.Random.Range(0, 6);
                    switch (random)
                    {
                    case 2:
                        Knight.VO.idleType = 2;
                        Knight.ASM.SyncParameters();
                        break;

                    case 3:
                        Knight.VO.idleType = 3;
                        Knight.ASM.SyncParameters();
                        break;

                    case 4:
                        Knight.VO.idleType = 4;
                        Knight.ASM.SyncParameters();
                        break;
                    }
                    idleTypeSwitchCD = 5f;
                }
            }
        }
Esempio n. 5
0
 public override void OnExit(EKnightState toState)
 {
 }
Esempio n. 6
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 public override void OnEnter(EKnightState fromState, object data)
 {
     _atkTimes = 1;
     Knight.ASM.SyncParameters();
 }
Esempio n. 7
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 public override bool CheckSwitchEnable(EKnightState fromState)
 {
     return(true);
 }
Esempio n. 8
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 public override void OnEnter(EKnightState fromState, object data)
 {
     Knight.VO.idleType = 0;
     Knight.ASM.SyncParameters();
 }
 public override void OnExit(EKnightState toState)
 {
     CheckMoveState();
 }
 public override void OnEnter(EKnightState fromState, object data)
 {
 }
Esempio n. 11
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 public abstract bool CheckSwitchEnable(EKnightState fromState);
Esempio n. 12
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 public abstract void OnUpdate(EKnightState currentState);
Esempio n. 13
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 public abstract void OnExit(EKnightState toState);
Esempio n. 14
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 public abstract void OnEnter(EKnightState fromState, object data);
Esempio n. 15
0
 public BaseKnightStateController(Knight knight, EKnightState state)
 {
     Knight = knight;
     knight.FSM.RegistState(state, OnEnter, OnExit, OnUpdate, CheckSwitchEnable);
 }