public virtual void OnHit(bool hit) { if (_state != XStateDefine.XState_Death) { _state = hit ? XStateDefine.XState_BeHit : XStateDefine.XState_Idle; if (IsPlayer) { _freeze = hit; } } }
public virtual void OnSkill(bool cast) { if (_state != XStateDefine.XState_Death) { _state = cast ? XStateDefine.XState_Skill : XStateDefine.XState_Idle; if (IsPlayer) { _freeze = cast; } } }
public void OnDied() { _state = XStateDefine.XState_Death; DetachAllComponents(); XAnimComponent an = GetComponent <XAnimComponent>(); if (an != null) { AnimationClip clip = XResources.Load <AnimationClip>(present.Death, AssetType.Anim); an.OverrideAnim(AnimTriger.ToDeath, clip); } }
public void MoveForward(Vector3 forward) { _forward = forward; _force_move = true; XAnimComponent anim = GetComponent <XAnimComponent>(); if (anim != null) { anim.SetTrigger(AnimTriger.ToMove); _state = XStateDefine.XState_Move; } }
public void StopMove() { _force_move = false; _forward = Vector3.zero; XAnimComponent anim = GetComponent <XAnimComponent>(); if (anim != null) { anim.SetTrigger(AnimTriger.ToMove, false); anim.SetTrigger(AnimTriger.ToStand); _state = XStateDefine.XState_Idle; } }
public static bool IsUnBattleState(XStateDefine state) { return(state == XStateDefine.XState_Idle || IsMoveState(state)); }
public static bool IsUnControlledState(XStateDefine state) { return(IsStunState(state) || state == XStateDefine.XState_BeHit || state == XStateDefine.XState_Death); }
public static bool IsMoveState(XStateDefine state) { return(state == XStateDefine.XState_Move); }
public static bool IsStunState(XStateDefine state) { return(state == XStateDefine.XState_Freeze); }
public static bool IsAirState(XStateDefine state) { return(state == XStateDefine.XState_Fall || state == XStateDefine.XState_Jump); }