// 受击动画效果 void InjuredAction(IObject sender, SkillActionProperty sap) { if (sap == null) { return; } switch (sap.mSkillType) { case SkillType.SkillType_Unknown: break; case SkillType.SkillType_Damage: mAnimatorComponent.SetToppleAnim(sap.mTopplebackType); mAnimatorComponent.PlayBackAnimator(sap); break; case SkillType.SkillType_Dot: break; case SkillType.SkillType_Restore: break; case SkillType.SkillType_Deceleration: break; case SkillType.SkillType_Vertigo: mAnimatorComponent.SwoonAnim(sap.mSkillTypeParams[0]); break; case SkillType.SkillType_Repel: mAnimatorComponent.SetToppleAnim(sap.mTopplebackType); Rotate(sender.mTransform, sap.mRepelType); mAnimatorComponent.BlowExitAnim(sap, sap.mHurtDir); break; case SkillType.SkillType_BlowUp: mAnimatorComponent.SetToppleAnim(sap.mTopplebackType); Rotate(sender.mTransform, sap.mRepelType); mAnimatorComponent.BlowupAnim((int)sap.mSkillTypeParams[0]); break; case SkillType.SkillType_Close: break; case SkillType.SkillType_Devour: break; case SkillType.SkillType_Blindness: break; case SkillType.SkillType_Deformation: break; default: break; } }