public void EndSkillStateToIdle() { if (RoleEntityControl.Fsm.CurrentStateID == RoleStateID.Skill) { RoleEntityControl.SetTransition(RoleTransition.Idle, this); } }
public void EndCurrentStateToOtherState(RoleStateID id) { if (!IsAlive) { return; } if (RoleEntityControl.Fsm.CurrentStateID != id) { switch (id) { case RoleStateID.Idle: RoleEntityControl.SetTransition(RoleTransition.Idle, this); break; case RoleStateID.Walk: RoleEntityControl.SetTransition(RoleTransition.FreeWalk, this); break; case RoleStateID.Acct: RoleEntityControl.SetTransition(RoleTransition.Acct, this); break; case RoleStateID.Skill: RoleEntityControl.SetTransition(RoleTransition.Skill, this); break; case RoleStateID.Switch: RoleEntityControl.SetTransition(RoleTransition.Switch, this); break; case RoleStateID.CrashPlayer: RoleEntityControl.SetTransition(RoleTransition.CrashPlayer, this); break; case RoleStateID.Dead: ItemDropMgr.Instance.DropRareItem(CacheModel.position, Attribute.Score, GameMgr.Instance.ItemRoot); RoleEntityControl.SetTransition(RoleTransition.Dead, this); break; } } }