示例#1
0
        public void Reset(SkillHsmConfigHSMTreeData HSMTreeData)
        {
            HSMAnalysis analysis = new HSMAnalysis();

            _iconditionCheck = new ConditionCheck();
            analysis.Analysis(HSMTreeData, _iconditionCheck, this, ref _hsmStateMachine);
            _hsmStateMachine.SetAutoTransitionState(true);
        }
示例#2
0
    public void Init()
    {
        SkillHsmConfigHSMTreeData skillHsmData = SkillEventHandler.Instance.GetSkillHsmConfigData(_skill.SkillData.HandleFile);

        if (null == skillHsmData)
        {
            UnityEngine.Debug.LogError("SkillHsmData is null:" + _skill.weaponId + "    " + _skill.SkillData.HandleFile);
            return;
        }

        _iconditionCheck = new ConditionCheck();

        HSMAnalysis analysis = new HSMAnalysis();

        analysis.Analysis(skillHsmData, _iconditionCheck, this, ref _hsmStateMachine);
        if (null != _hsmStateMachine)
        {
            _hsmStateMachine.SetAutoTransitionState(false);
        }

        Clear();
    }