Esempio n. 1
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        public override void OnEnter(MyFrameWork.StateMachine fsm, MyFrameWork.IState prevState, object param1, object param2)
        {
//			FightMgr.Instance.EffectCount++;

            SkillData skillData = (SkillData)param1;

//			Debug.Log("<color=orange>Opp enter attack:</color>" + skillData.SkillType + ",count = "+ FightMgr.Instance.EffectCount);

//			skillData.SkillType = SkillTable.SkillType.BinFaSkill;
            _skillData.Enqueue(skillData);
//			_targetBossId = (int)param1;
//			_currentHp = (int)param2;

//			_player.Play("skillAttack");

//			FightMgr.Instance.CurrentOppBoss.EAttackStatus = PlayerBase.E_AttackStatus.Begin;
            if (skillData.IsLastAttack)
            {
                Time.timeScale = 0.2f;
            }
            if (skillData.SkillType == SkillTable.SkillType.BinFaNormal)
            {
                _player.Play("attack");
            }
            else
            {
                _player.Play("skillAttack");
            }
        }
Esempio n. 2
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        public override void OnLeave(MyFrameWork.IState nextState, object param1, object param2)
        {
//			if(_hasEnter)
//			{
//				_hasEnter = false;
//				FightMgr.Instance.EffectCount--;
//			}
        }
Esempio n. 3
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        public override void OnEnter(MyFrameWork.StateMachine fsm, MyFrameWork.IState prevState, object param1, object param2)
        {
//			FightMgr.Instance.EffectCount++;
//			_hasEnter = true;
//			Debug.Log("<color=orange>My enter dead:</color>" + FightMgr.Instance.EffectCount);

            _player.Play("dead");
            FightMgr.Instance.BeginPlayDead(_player);
        }
Esempio n. 4
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 public override void OnLeave(MyFrameWork.IState nextState, object param1, object param2)
 {
 }
Esempio n. 5
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        public override void OnEnter(MyFrameWork.StateMachine fsm, MyFrameWork.IState prevState, object param1, object param2)
        {
//			Debug.Log("<color=green>Opp enter Idle</color>, from:" + prevState.GetStateId());
//			DebugUtil.Debug("Opp change Idle state");
            _player.Play("idle");
        }
Esempio n. 6
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 public override void OnEnter(MyFrameWork.StateMachine fsm, MyFrameWork.IState prevState, object param1, object param2)
 {
     _player.Play("hit");
 }
Esempio n. 7
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        public override void OnEnter(MyFrameWork.StateMachine fsm, MyFrameWork.IState prevState, object param1, object param2)
        {
//			Debug.Log("<color=green>My enter Idle</color>,form:" + prevState.GetStateId());
            _player.Play("idle");
        }