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"); } }
public override void OnLeave(MyFrameWork.IState nextState, object param1, object param2) { // if(_hasEnter) // { // _hasEnter = false; // FightMgr.Instance.EffectCount--; // } }
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); }
public override void OnLeave(MyFrameWork.IState nextState, object param1, object param2) { }
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"); }
public override void OnEnter(MyFrameWork.StateMachine fsm, MyFrameWork.IState prevState, object param1, object param2) { _player.Play("hit"); }
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"); }