protected bool ChangeToSubState(int type) { CState state = null; if (!m_mapSubState.TryGetValue(type, out state)) { return(false); } if (m_subState != null) { m_subState.AfterAction(); } m_subState = state; if (m_subState.hash != 0) { m_stateMgr.role.AnmationMgr.Play(m_subState.hash); } m_subState.PreAction(); return(true); }
public bool ChangeToState(int StateType) { CState state = null; if (!m_mapState.TryGetValue(StateType, out state)) { return(false); } if (m_state != null) { m_state.AfterAction(); } m_lastState = m_state; m_state = state; if (m_state.hash != 0) { m_life.AnmationMgr.Play(m_state.hash); } m_state.PreAction(); return(true); }